BUHOEOIS A DRAtiO]
SPECIAL REFERENCE WORK
PLAYERS HANDBO
A COMPILED VOLUME OF INFORMATION FOR PLAYERS OF
ADVANCED DUNGEONS & DRAGONS, INCLUDING: CHARACTER RACES,
CLASSES, AND LEVEL ABILITIES; SPELL TABLES AND DESCRIPTIONS;
EQUIPMENT COSTS; WEAPONS DATA; AND INFORMATION ON ADVENTURING.
by Gary Gygax
© 1978 — TSR Games
All rights reserved
Illustrations by David C. Sutherland III
D. A. Trampier
Cover by D. A. Trampier
D.vlbuled lo the book trade in Ihe United Slolei by Ronetam House. Inc. and In Canada by Random House of Conado, lid.
Inquiries legending this work should be accompanied by o »>amp»d envelope and sent la
TSR Hobb.es. FOB 7So. Lake Geneva. Wl 531 47
Tbi* book is pro'ecled under 1he copyright laws of the United Slates of America. Any reproduet.on ot Olher unaulhuriied use of ihe material ot artwork contained twain ll prohlblied without the express written
permission of TSR Hobbies . Inc.
Printed in U.S. A.
dlhPrlnt.n9.Jonuaty.l9S0
ISBN 0-935696-01-6
FOREWORD
Players, players, arid more players — that's what comprises the DAD phenomenon. And phenomenal is what it is,
as the audience for this, the granddaddy of all role-playing games, continues to expand.
DAD players, happily, come in all shapes and sizes, and even a fair number of women are counted among those
who regularly play the game — making DUNGEONS A DRAGONS somewhat special in this regard. This widespread
appeal cuts across many boundaries of interest and background, which means that DAD players are marked by a
wide range of diversity. In fact, one could easily use the analogy that there are as many fypes of DAD players as
there are DAD monsters {after that, draw your own conclusions! ). There are unquestionably fast players, slow
players, clever players, foolish players, cautious players, reckless players, generous players, greedy players, friendly
players, and obnoxious players,..
As diverse as this melange of enthusiasts is, they all seem to share one commonality: a real love for DUNGEONS A
DRAGONS and a devotion that few other games can claim. This remarkable loyalty is a great factor in the game's
explosion of popularity, and DUNGEONS A DRAGONS has become a gaming cult, as avid DADer's have ceaselessly
"spread the gospel", enrolling new players in expanding groups which just seem to grow and grow.
If you're reading this, then you're a DAD player — and this book is for you! This is the second release of the
ADVANCED DUNGEONS A DRAGONS series, and is designed to be a player's book in every respect — giving you all
the background you require on the game system, as well as the information you'll need to go adventuring. Although
this book does not stand alone in terms of supplying all information needed to undertake a campaign, it will
complement the other two parts of the whole (the previously released MONSTER MANUAL and the upcoming
DUNGEON MASTERS GUIDE) to provide the entirety of who! will be ADVANCED DUNGEONS A DRAGONS (along
with a greatly expanded version of GODS, DEMI-GODS A HEROES which wilt fol low).
The sheer bulk of this book may seem considerable {and it is, of course), but there are many things not included.
These things (such as the details of the combat tables, for instance) are those parts of the game that rightly fall
outside the realm of player reference, and thus are included instead in the more voluminous DUNGEON MASTERS
GUIDE, As the author points out, this bit of the "unknown" outside of the players' normal reach will make the game
much more interesting and challenging,
ADVANCED DUNGEONS A DRAGONS is o game that is demanding for players and Dungeon Masters alike, but the
rewards in terms of enjoyment are vast, There is nothing quite like a successful DAD campaign, and its success is
based upon the efforts of all participants. The Dungeon Master is pivotal, of course, but the players are just os
important, for they are the primary actors and actresses in the fascinating drama which unfolds before them. For that
reason, their outlook and their conduct will greatly affect the flavor and tempo of the campaign. Accordingly, they
should do their best to further the success of the entire undertaking. This is often no more than a matter of simple
etiquette, and following a few simple guidelines will suffice to make the game experience more fun for everyone
concerned, to wit:
1 } Be an organized player; have the necessary information on your character readily at hand and available to
the Dungeon Master.
2) Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with
deference to his position as game moderator. Be prepared to accept his decision os final and remember that
not everything in the game will always go your way!
3) Cooperate with the other players and respect their right to participate. Encourage new and novice players by
making suggestions and allowing them to make decisions on courses of action rather than dictating their
responses.
4) If you are unable to participate in an adventure, give the other players and the DM some concrete guidelines
if your character is going to be included in the adventuring group; be prepared to accept the consequences,
good or bad, in any case.
5) Get in the spirit of the game, and use your persona to play with a special personality all its own. Interact with
the other player characters and non-player characters to give the game campaign a unique flavor and
"life". Above all, let yourself go, and enjoy!
Enough of the preliminaries — let's get on with the gamel Let's see now, where did I stash awoy all those material
components? . . .
Mike Carr
TSR Games & Rules Editor
2 June 1978
CONTENTS
THE GAME , . 7
CREATING THE PLAYER CHARACTER . 8
CHARACTER ABILITIES, 9
Strength * . . , . . . . 9
Intelligence . . < . . 10
Wisdom , 11
Dexterity ..**... ...*..»...*<•■.■•■*...•...*..•». ...***.*■.*»■ II
Constitution * 12
Chorismo ........ . » * . . * . . . . . ♦ . 13
CHARACTER RACES , .«*.•.».*,».» r ......... T , - ....... 13
Dwarves , * . 15
Elves 16
Gnomes 16
Half-Elves 16
Halflings 17
Half-Ores 17
Humans - 17
Roci a I Preferences »•■.....»» tt«*ii*<.«« >.«.*..»».< ■ . »•'"..-••»»*..,« *'.*,** * ► t 18
character classes , * . » * * ..«.....»............».....,•.*, . * * * 1 8
Cleric . ...... 20
Druid 20
Fighter , 22
Paladin 22
Ranger , 24
AAogic-User , 2S
Illusionist . . . 26
Thief. . , 26
Assassin , . . 26
Monk 30
The Multi-Classed Character. . . . 32
The Character with Two Classes ...... , ........ * * * 33
A L I N AA E NT . . . . . - T i> .............. ...... 33
CHARACTER HIT POINTS 34
ESTABLISHING THE CHARACTERS . 34
CHARACTER LANGUAGES 34
The Monetary System , 35
Money Changing, Banks, Loans and Jewelers 35
EQUIPPING THE CHARACTER 35
ARMOR 36
\A^EAP^ONS ............ .......■...»....■■..««<«.*.*.»**■■..*••....* 36
Weight and Damage by Weapon Type , * . . * . .......*.. ........ 37
HIRELINGS 39
HENCHAAEN . . . . * , . , + 39
TIME 39
DISTANCE 39
MONSTER, THE TERM 40
CHARACTER SPELLS 40
SPELL TABLES ...... .*■*•• ...,■■ + »«. ..*..»*<. ......... .*.*.-»...« + .' 40
Clerics 41
Druids 41
Magic-Users , - - 41
Illusionists «...*.,..■**.»*. 4**.*. *.*•»....«*.«.*.». ...... ............ 42
SPELL EXPLANATIONS . . * .*,,,,,,....,,,»..»..*.*.»».■ . ■ ■ * ,,,♦....♦.,.....».» 43
Clerics - . ♦ 43
Druids 54
AAagic~Users ..*.,>....,.,<........ ...... ■•■«..<..-.... 64
Illusionists ...................... . 94
SPELL CASTING 100
THE ADVENTURE 101
Dungeon Expeditions 101
Outdoor Exploration 101
Town Adventures . » . . . ...... ......f.!*.. ............ ...............101
Encumbrance . . . , . 101
Movement — Time & Distance Factors . .102
Light 102
Infravision . , r r . , , , , . . , , , , 102
Uttravision 102
Silent Movement . 102
Invisible Movement 102
Surprise , 102
Traps, Tricks, and Encounters 103
Traps t i k ••■■«- k ^~t » v.i i"i 1 03
Tricks. . . . . . 1 03
Encounters 103
Initiative 104
Communication * . 104
Negotiation , , . . . . 104
Combat ►•*.**.*•,•,•.*.*,,..#_. 104
Turning Undead 104
Magical Control . . . . * , . , , , , , , 104
Spell Combat . , . , . 104
Breath Weapon Attacks 104
Magical Device Attacks , 1 04
Missile Discharge , 104
Melee Combat . . ............ 104
Example of Combat. . , 105
Combat Procedures . . » . . , . , . . 105
Saving Throw , . , . . 105
Armor Class. 105
First Strike ,.,,»,,,, 1 05
Weapon Factors . * . _ . . 105
Monster Attack Da mage 105
Attack & Saving Throw Matrices. 105
Damage 105
Falling Damage . . . . . . 105
Healing 105
Obedience 106
Morale . , 106
Mapping , 106
Organization . . 106
EXPERIENCE 106
POISON 107
SUCCESSFUL ADVENTURES 107
APPENDICES
APPENDIX L PSIONICS 110
Psionic Ability 110
Psion ic Powers 110
Attack Modes 110
Defense Modes 110
Psionic Disciplines ....... 1 1 1
Minor (Devotions) 111
Major (Sciences) , 114
Psionic Combat. 116
Multiple Psionic Operations 117
Use of Psionic Powers 117
Recovery of Psionic Strength Points , 117
APPENDIX II. BARDS , . . 117
Bard Abilities , 117
Bard Race , 117
The Doss . . 1 1 7
Bards 118
APPENDIX IJI. CHARACTER ALIGNMENT GRAPH 119
APPENDIX IV. THE KNOWN PLANES OF EXISTENCE 120
The Inner Planes 120
The Outer Planes 120
4
Ethereal Travel 120
Astral Travel , , < . 120
Ethereal arid Astral Combat . . ......................... * . # . . 120
APPENDIX V. SUGGESTED AGREEMENTS FOR DIVISION OF TREASURE . 122
TABLES AND CHARTS
Arrnor Close Table 36
Assassins Table: Experience Levels. ........ i 30
Bard* Table I: Experience Lev***. H ............ ♦ » . . . . . » . . i ■ W7
8ord* Table 1 1: College* & Abilities , * .113
Baste Enwipmeatartd Supplies Cost*. ............. ...........■■...<•.... 39
Armo*"- ............. 35
AffTW ...... ...... .....■.........<<■.■ ...... .4 3S
Clothing..... . 35
35
, 36
■ *»•».. ...... 36
36
36
36
119
r * ■ * e ■ + t>* * *> * m l^F*
t3
14
15
13
.... *
Miscellaneoirt Equipment 4 [lemi, .
Provisions .
Tact & H ur n bm
Character Alignment Graph * - ..........
Character Cine** Table I ! Hit Dice. Spell Abil Ity, and C bu Level LI m H
C-horocer Classes Table Hi Armor & Weopont Permitted , ,...->. + .......... .......
Character Boce Table I: Character Clasi Limitations .....................
Character Roce Table II Clou Level Limitation* ,
Character Bate Table III: Ability Score Minimum* & Maximums ..............
Charnma Table . ,....,.-„,,*». •- + **«.*,.•. ........
Cte^Ki Spells, Table of , . . T » , T , , T , , T , . , . .
CJerlci Table lr Experience Levels ....... 20
Cleric* Table ll: Spells Lrsable by Experience Level,
Coin Exchange Vol ue ......
Comparison of Surprise Possibilities
Constitution Table
Con ond Range of Psionie Attack Mode* .
Cast and Bang* of Psiomc Defame Mode*
Dexterity Tabla lr General Information
Dexterity Table ll: Adjuslments for Thieve?
DfkjidiSpell*. Tabid of
Dtuids Table I. Experience Level* ...
Druid* Table II: Spell* Usable by Experience Lewi
Effect* of Encumbrance .........
Effects of Physical Activity an the Recovery of Psi-onic Strength Points i
E+fecn an Reoct-on or Double Surprise
Fighter*. Polodln* & Ranger* Attack* per Melee Round
20
35
103
12
no
|1
12
41
21
21
101
117
...t03
25
Fighter f obta: Experience Levels 22
Illusionist* Spelts, Table of. 42
H Lus, 0 ni*n Tab,* 1 j Experience Level* 25
1 1 tus. onitts Table II: Spell* Usable by Experience Level 26
Intelligence Table I; General Information , , 10
Intelligence Table II: Ability forMogk:4Her* . . .......... 10
Lang uoge* Typica I ty Co m man 34
Magic-User* Spe I Li, Table af 41*42
Magic-User* Table I: Experience Levels 25
Magic-User* Table II: Spell* U*able by Experience Level 26
Monk* Table I: Experience Level* . , .........»...*.,.,...,»,,»» 31
Manic* Table Ll : Monk* Ability Table 31
Movement Raie/Dlsiance Travelled Conversion 102
Paladin* Table I: Experience Levels . ..,„.♦,.,, 24
Pfllodmi Table II; Spell* Usable by E uperience Level 24
Penalties and Botuisee for Race .................... 14
Properties af Light Sources , ■ 102
Ps.on IcAHock Modes Available M0
Pshonlc Defense Modes Available 1 10
m% _ i i _ fci — i _ i i
rstonic uiscipnnes
Piionic DlKLpllnes Ava i lob le
Racial Preferences Table .... IS
Ranger* Table I: Experience Level* 25
Rangers Table ll: Spell* Usable by Experience Level . . . , 25
Storting Money .»,....,,...,,..,.... 35
Strength Table I: General Information ?
Tin ■ n nrti *f'nt.i» II ■ ALllli.j * Jl . — ■ — .. O
^trengtn looio n, admi ry na|uiimvna, .......... t
The Known Plane* of E* luente. .. .....■■<. ....1 20
Thieve* Table I Experience Levels , , 27
Thieves Table II: Thief Rinctlon(Pl l/i Racial Adkustment*) 28
Typical Fee* Paid for Assasslnotion. 29
Typical Hirelings 39
Weapon Proficiency Table ..#»*:*••,»*, — 37
Weapon Type*. General Data A "To W Ad|ustments 38
Hand Held Weapon* 38
Hurled Weapons & Missiles 38
Weight & Damage by Weapon Type.. 37
TVlsoQt" i aoiQ 1 1 vwimkch mrormpiion .............■........■ + ....■...... + •......•> ft
Wisdom Table \\: Adjustments far Clerics 11
PREFACE
The whole of ADVANCED DUNGEONS £ DRAGONS was a project which involved varying degrees of my thought,
imagination, and actual working time over a period of more than a year and one- ha If. Because of other demands,
the project was perforce set aside for a day or a week or even .onger, making it hard to get back to. Knowing that this
would be the case when I began, the MONSTER MANUAL was selected as the first of the three volumes in the
advanced game to work on — hundreds of different creatures lend ihemselves to segmental treatment. Only after
that book was finished did I begin to put the sheaved reams of notes for the Players and Dungeon Masters books into
order, and that only as the banes — tables, charts and matrices — for rough typing and careful rechecking before a
final manuscript was built around them.
This latter part of the ADVANCED DUNGEONS 1 DRAGONS project I approached with no small amount of
trepidation. After all, the game's major appeal is to those persons with unusually active imagination and superior,
active intellect — a very demanding audience indeed. Furthermore, a great majority of readers master their own
dungeons and are necessarily creative — the most critical audience of oil! Authoring these works means that, in a
way, I have set myself up as final arbiter of fantasy role playing in the minds of the majority of D4D adventurers.
Well, so be it, 1 rationalized. Who better than the individual responsible for it all as creator of the "Fantasy
Supplement" in CHA1NMA1L, the progenitor of DAD; and as the first proponent of fantasy gaming and a principal in
T3R, the company one thinks of when fantasy games are mentioned, the credit and blame rests ultimately here.
Some last authority must be established for a very good reason.
5
There is a need for a certain amount of uniformity from campaign to campaign in D&D. This is not to say that
conformity or sameness is desirable. Nobody wishes to have stale campaigns where dungeons, monsters, traps,
tricks, and goals are much the same os those encountered in any one of a score of other campaigns. Uniformity
means that classes are relatively the some in abilities and approach to solving the problems with which the
campaign confronts them. Uniformity means that treasure and experience are near a reasonable mean. Uniformity
means thai the campaign is neither o give-away show nor a killer — that rewards are just that, and great risk will
produce commensurate rewards, that intelligent play will give characters a fighting chance of survival.
No individual can actually dictate the actual operations of a campaign, however, for that is the prerogative of the
Dungeon Master, first and foremost, and to the players in the individual campaign thereafter, In like manner, players
greatly influence the events of each particular campaign, and they must accept a large portion of blame if it is a poor
game, and if the campaign is outstanding, they deserve high praise for helping to shape the game and playing welL
So at best I give you parameters here, and the rest is up to the individuals who are the stuff D&D is made of.
Naturally, every attempt has been made to provide all af the truly essential information necessary for the game: the
skeleton and muscle which eoch DM will flesh out to create the unique campaign. You will find no pretentious
dictums herein, no baseless limits arbitrarily placed on female strength or male charisma, no ponderous combat
systems for greater "realism", there isn't a hint of a spell point system whose record keeping would warm the heart
of a monomaniacal statistics lover, or anything else of the sort. You will find material which enables the Dungeon
Master to conduct a campaign which is challenging, where the unexpected is the order of the day, and much of what
takes place has meaning and reason wilhin the framework of the game "world".
It is important to keep in mind that, after all is soid ond done, ADVANCED DUNGEONS ft DRAGONS is a game.
Because it is a game, certain things which seem "unrealistic" or simply unnecessary are integral to the system.
Classes have restrictions in order to give a varied and unique approach to each class when they play, as well as to
provide play balance. Races are given advantages or limits mainly because the whole character of the game would
be drastically altered if it were otherwise. Everything in the ADVANCED DUNGEONS ft DRAGONS system hos
purpose; most of what is found herein is essential to the campaign, and those sections which are not — such as sub-
classes of characters, psionics, and similar material — are clearly labeled as optional for inclusion.
What is here is, hopefully, presented in as logical a sequence os possible, clearly, understandably, and with as few
ambiguities as could be managed, Many readers will want more material. There is a wealth of commercial and fan
material available for fulfilling such needs. Similarly, even the most important material herein can be altered and
bent to suit the needs of individual campaigns, Where possible, true guidelines have been laid down to provide the
barest of frameworks for those areas of the campaign which should be the most unusual and unique. Read the work
(or both works if you are a DM) through and assess for yourself what ADVANCED D&D really is. I am convinced that it
does for the old D&D + supplements what GREY HAWK did for D&D when it first appeared, and then some. I have
put into these works what should be the important parts of a superior D&D campaign, cutting out material which
actually adds little or nothing to the game, revising the old, and adding and expanding in the essential areas.
Special thanks are due to the following persons who contributed to the original game or have been so kmd as to give
their comments, criticism, and contributions to this game: Dave Arneson, Peter Aronson, Brian Blume, Joe Fischer,
Ernie Gygax, Tom Holsinger, Timothy Jones, Tim Kask, Jeff Key, Rob Kuntz, Len Lakofka, Alan Lucion, Steve Marsh,
Mike Mornard, Doug Schwegman, Dennis Sustare, Dave Sutherland, Dave Trampier, Jim Ward, Tom Wham, Skip
Williams, and all of the good players and kindly Dungeon Masters who have taken the time to talk with me at
conventions or drop me a line in order to pass on their experiences, suggestions and ideas. Also thanks to Judges
Guild, whose suggestions have helped with this work, and whose products have helped D&D.
INTRODUCTION
THE GAME
INTRODUCTION
Even if you are not familiar with fanlasy role ploying games in general,
and DUNGEONS A DRAGONS in particular, you will find this work (with its
companion volumes, MONSTER MANUAL and DUNGEON MASTERS
GUIDE) is a complete game system in itself. It will stand alone, and it has
been written and edited in order to make the whole as easily understood
as possible without taking anything away from its complexity and
completeness. If, on the other hand, you area veteran adventurer of many
swords & sorcery campaign games, ADVANCED DUNGEONS ft DRAGONS
will prove to be superior to any past offerings in the fantasy role playing
game field. You will find ii easy to integrate your existing character or
characters into the new system, and at the same time ihe gome will be
both familiar and different, There are nuances not found in previous
efforts. All the necessary information is presented in clear and concise
terms, in a format which logically follows ihe flow of play.
The characters and races from which the players select are carefully
thought out and balanced lo give each a distinct and different approach Jo
the challenges posed by the game. Advantages and disadvantages,
advancement in level, characteristics and abilities ore oil detailed ond
explained so that selection of a player-character type — or the integration
of an exisiing character — can be done with foreknowledge and
projection. In a similar vein, the individuals running the campaign games,
the Dungeon Masters, will have available more data and guidelines upon
which to build more interesting and detailed milieux.
Clerks and fighters have been strengthened in relation to magic-users,
although not overly so. Clerics have more and improved spell capability.
Fighters are more effective in combat and hove other new advantages as
well. Stilt, magic-users ore powerful indeed, and they have many new
spells. None of these over-shadow thieves. All recommended sub-classes
— druids, paladins, rangers, illusionists, and assassins — as well as the
special monk class of character, are included in order lo assure as much
variety of approach as possible. Non-human races — dwarven, elven,
gnome, half-elven, half-orcish, and half ling — are likewise included. Each
offers some advantage and difference, yet has distinct disadvantages, just
as human characters do. But some readers might still be wondering what
fontasy role playi ng games are al I about, so enough about contents and on
to explanations.
ADVANCED DUNGEONS ft DRAGONS is a world. Of course, this world is
not complete. It needs organizers and adventurers to order and explore it.
It needs youl A fantasy role playing gome is an exercise in imagination
ond personal creativity. The organizer of the campaign, the Dungeon
Master, must use ihe system to devise an Individual and unique world, Into
this world of weird monsters, strange peoples, multitudinous states, and
fabulous treasures of precious f terns and powerful magic stride fearless
adventurers — you and your fellow plovers. Inexperienced and of but
small power at first, by dint of hard fighting and clever deeds, these
adventurers advance in ability to become forces to be reckoned with —
high priests or priestesses, lords, wizards and arch-magi, master thieves.
The abilities of each adventurer are fixed, but even such characteristics as
strength, intelligence, and wisdom are mutable in a fantasy world. By
means of group co-operation and individual achievement, an adventurer
can become ever more powerful. Even death loses much of its sting, for
often the character can be resurrected, or reincarnated. And should that
foil ihere is always the option to begin again with a new character. Thus
ADVANCED DUNGEONS ft DRAGONS is, as ore most role playing games,
open-ended. There is no "winner", no final objective, and the campaign
grows and chonges as it matures.
This new syslem provides ihe Dungeon Master with more and better
malerial from which to devise the campaign milieu, ond thai in turn means
a more interesting and imaginative game for the players. A word of advice
is in order here regarding this new system:
Considerable enjoyment and exciremenl In early play stems from noi
knowing exoclly what is going on. Being uncertain of how a given
situation will turn out, noi knowing every magic iiem available, ond so
forth, odds spice to the gome. Later, this knowledge simulates actual
experience, for the seasoned campaigner will hove learned through game
play. Under the circumstances, 11 is strongly urged that players do not
purchase or read the DUNGEON MASTERS GUIDE. Leave discovery of the
information therein to actual adventuring, and you will find that the game
is even more funl Some of the details of the campaign milieu — worldly
knowledge common to a typical adventurer — will be given to you by your
Dungeon Master Exploration, travel, and adventure in the "world" will
eventually reveal the secrets heretofore hidden, ond the joy of aciuolly
earning them will be well worth the wait.
Enjoy the gome, and always bear in mind that H is fantasy. Magical worlds
hove o strange way of differing, but while yours may not be quite the
same as the one described here, ii is ripe for adventure and plunder.
Cleverness and imagination, along with a bii of luck, will always prevail
— won't they?
THE ^J^^AAE
Swards & sorcery best describes what Ihis game is all aboul, for those are
the two key fantasy ingredients. ADVANCED DUNGEONS ft DRAGONS is
a fantasy gome of role playing which relies upon the imagination of
participants, for It is certainly make-believe, yet it is so interesting, so
challenging, so mind-unleashing that it comes near reality.
As a role pi oyer, you become Fa I staff the fighter. You know how strong,
intelligent, wise, healthy, dexterous and, relatively speaking, how
commanding a personality you hove. Details as to your appearance, your
body proportions, and your history can be produced by you or the Dungeon
Master. You act out the game as this character, slaying within your "gad-
given abilities", and as maided by your philosophical and moral ethics
(called alignment). You interoct with your fellow role players, not as Jim
and Bob and Mary who work at the office together, but as Falstaff the
fighter, Angore the cleric, and Filmar, the mistress of magic! The Dungeon
Master will act the parts of "everyone else", ond will preseni to you a
variety of new characters to talk with, drink with, gamble with, adventure
with, and often fight withl Each of you will become an artful ihespian as
lime goes by — ond you will acquire gold, magic items, and great renown
os you become Falstaff the Invincible!
This game lets all of your fanlasies come true. This is a world where
monsters, dragons, good and evil high priests, fierce demons, and even
the gods themselves may enter your character's life, En|oy, for this game is
what dreams ore made of II
The game is ideally for three or more adult players: one player must serve
as the Dungeon Master, the shaper of the fantasy milieu, the "world" in
which all action will take ploce. The other participants become
adventurers by creating chorociers to explore the fantastic world and face
all of its challenges — monsters, magic, and unnamed menaces. As is
typical for most of us in real life, each character begins at the bottom of his
or her chosen class (or profession). By successfully meeting ihe challenges
posed, they goin experience and move upwards in power, just as actual
playing experience really increases ploying skill. Imagination,
intelligence, problem solving ability, and memory are all continually
exercised by participants in the game.
Although ihe masculine form of appellation is typically used when listing
the level titles of the various types of characters, these names can eosily
be changed to the feminine if desired. This is fantasy — what's in a name?
In all but a few cases sex makes no difference to ability I
As with mosi other role ploying games, this one is not just a single-
experience contest, If is an ongoing campaign, with each playing session
related to the next by results and participant characters who go from
episode to episode, As players build the experience level of their
characters and go forth seeking ever greater challenges, they must face
stronger monsters and more difficult problems of other sorts (ond here the
Dungeon Master must likewise increase his or her obi Illy and
inventiveness). While initial adventuring usually takes place in an
underworld dungeon setting, play gradually expands to encompass other
such dungeons, lown and city activities, wilderness explorations, and
journeys into other dimensions, planes, times, worlds, and so forth, Players
will add characters to their initial adventurer as the milieu expands so that
each might actually hove several characters, eoch involved In some
separate ond distinct adventure farm, busily engaged In the gome at the
same moment of "Game Time". This allows participation by many players
in games which are substantially different from gome to game as
dungeon, metropolitan, and ouldoor settings are rotated from playing 10
playing. And perhaps a war between players will be going on {with battles
actually fought out on the table top with minaiure figures} one night, while
on the next, characters of these two contending players are helping each
other 10 survive somewhere in a wilderness.
Each individual camooian has its own distinct orooerties and "flavor". A
7
THE GAME
CREATING THE PLAYER CHARACTER
good Dungeon Mailer will most certainly make each game a surpassing
challenge for his or her players. Treasure and experience gained must be
taken at great risk or by meons of utmost cleverness only. !f the game Is
not challenging, if advancement is too speedy, Ihen H becomes staid and
boring. Conversely, a game can be loo deadly and became fust as baring,
far who enjoys endlessly developing new characters to march off into
oblivion in a single night of dungeon adventuring?!
Sometimes, however, because of close interaction (or whatever other
reason) two or more Dungeon Masters will find that their games are
compoiible to the extent that participants in these individual campaigns
can use ihe characters created in one to adventure in the others. In such
coses the Dungeon Masters have created o very interesting "world"
indeed, for their milieux will offer interesting differences and subtle shifts
which will pose highly challenging problems to these players.
Ultimately, despite the fact that this is a game system created by someone
else, the game's viability rests principally with the referee. The Dungeon
Master must design and map out ihe dungeon, town, city, and world maps.
He or she musi populate the whole world, create its post history, and even
devise some rationale far what transpired (and will probably happen). As
players, you help immeasurably by participating, by letling the referee
know that you appreciate his or her efforts, and by ploying well and in a
sportsmanly foshfon. Good play inspires better creations io challenge thai
play.
Skilled players always make a point of knowing what they are doing, i.e.
they have an objective. They co-operate — particularly at lower levels or
at higher ones when Ihey must face some particularly stiff challenge — In
order to gain their ends. Superior players will not fight everything they
meet, for they realize thai w+1 is as good a weapon as the sword or the
spell. When weakened by wounds, or nearly out of spells and vital
equipment, a clever party will seek to leave the dungeons in order to re-
arm themselves. (He who runs away lives to fight another day,) When
faced with a difficult situation, skilled players will not attempi endless
variations on the same theme; when they find the method of problem
solving fails to work, ihey begin to devise olher possible solutions. Finally,
good players will refrain from pointless argument and needless
harassment of the Dungeon Master when such bog ihe play of the game
down imo useless talking. Mistakes are possible, but they are better
righted through reason and logic, usually at the finish of ptay for the day.
This game is unlike chess in that the rules are not cui and dried. In many
places they are guidelines and suggested methods only, This is part of ihe
attraction of ADVANCED DUNGEONS t DRAGONS and it is integral to the
game. Rules not understood should have appropriate questions directed to
the publisher; disputes with the Dungeon Master are another matter
entirely THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER
CAMPAIGN. Participants in a campaign have no recourse to the publisher,
but they do have ultimaie recourse — since the most effective protest is
withdrawal from ihe offending campaign. Each campaign is a specially
tailored affair. While It is drown by ihe referee upon the outlines of the
three books which comprise ADVANCED DUNGEONS t DRAGONS, the
players add the color and details, so ihe campaign must ultimately please
all participants. It is their unique world. You, the reader, as a member of
the campaign community, do not belong if the game seems wrong in any
major aspect. Withdraw and begin your own campaign by creating a
milieu which suits you and Ihe group which you must form to enjoy the
creation. (And perhaps you will find that preparation of your own milieu
creates a bit more sympothy for the efforts of ihe offending referee . . . )
One of the most important items you must have to play the game is a
character record. This con be a specially printed sheet done by TSR and
available In pads, or you con simply use a note pad and design your awn
record sheer for your character if your Dungeon Master is agreeable, for he
or she wil I usually retain at least a copy of al I such records.
As information is developed for your charocter — his or her abi/p>?es, race,
doss, alignment — It must be accurately recorded. All derails of the
capabilities and possessions of the character must be noted. Where
equipment and weapons are carried must be listed. Spelts known and
spells memorized for an adventure have to be kepi track of. A running
total of experience points musi be maintained. All of these subjects ore
discussed herein. Ask your DM how records of your character should be
kept, read the rules and commentary, and record the data you develop
occording io the rules (and your campaign referee's instructions) in a form
suitable ro your DM.
All in all, this is a game for enjoyment. We ore ceriain lhat It will provide
endless hours of entertainment and excitement. That is the sole purpose
for iis creation. So enjoy, and may the dice be good to youl
Each participant in the campaign created by the referee must create one or
more game personas. The game persona of each participant is called the
pfoyer charocter in order to differentiate it from person as created by the
referee, called non-phyer characters. The Dungeon Master is advised to
limit player characters io one per participant ai commencement of the
campaign, though as play progresses, additional player characters may be
added in a judicious manner. Each player develops the abiliries of his or
her charocter through random number generation (by means of dice
rolling) lo determine the basic characteristics of the persona, the obiii'ries.
The player then decides what race the character is, what the character's
class is, the alignment of the character, and what the character's name is
10 be. The character will speak certain languages determined by race,
class, and alignment. He or she will have a ceriain omouni of gold pieces
to begin with, and these funds will be used to purchase equipment needed
for adventuring. Finally, each character begins with a certain number of
hit points, as determined by the roll of ihe die (or dice) commensurate
with the character's class. Class determines the type of die (or dice) rolled.
All characters begin at 1st level All of this is completely explained in the
following paragraphs.
An Explanation of the Usages of fhe Term "level": The term JeveJ has
multiple meanings in this game system. Although substitute terminology
could have been used in ADVANCED DUNGEONS I DRAGONS,
common usage of Ihe term /eve/ to include multiple meanings ts prevalent
omongsi existing players, so the term has been retained herein. The
usages for level are]
1, Lever os an indication of charocter power: A player characier begins
the game at 1st level, i.e. the lowest possible level for o player
character. The higher the level number, the more powerful the
2. Levef os used fo indicate the depth of the dungeon complex beneofh
the ground; The 1st level of a dungeon is the first layer of the
underground complex of tunnels, passages, rooms, chambers, and so
forth. It is the 1st level beneath the ground. EVeneaih ihe 1st level is the
2nd, below that is the 3rd, 4th, 5th, etc. The higher rhe number, the
lower the dungeon level (and the more hazardous iis perils),
3 Level as a measure of magic spell difficulty: The magic spells
avai lable io some classes of characters are graded by difficulty factor
— which, Incidentally, reflects the spells' effectiveness to same
extent. T si level spells are the basic ones available io beginning
characters. They are generally the least powerful spells. Next come
2nd level spells, then came 3rd level spells, and so on. The highest
level of any type of magic spell is 9th level, spells usable only by lBth
level magic-users — lesser magic-users can possibly employ such
spells under certain circumstances which are explained hereafter,
but only al considerable risk,
4. Level as a gauge of a "monsters" potential threat: Relatively weak
crealures, monslers with few hit points, limited or non-existeni
magical abilities, those which do little damage when arracking, and
those which have weak, or totally lack, venom are grouped together
and called 1st level monsters. Slightly more powerful creatures are
ordered inio 2nd level, then comes 3rd, 4th, 5th, and so on all the way
up to 10th level (the highest, which includes the greatest monsters,
demon princes, etc.).
Ir was initially contemplated to term character power as rank, spell
complexity was to be termed power, and monster strength was jo be
termed as order. Thus, insteod of o 9th level character encountering a 7th
level monster on the 8th dungeon level and attacking it with a 4th level
spell, the terminology would have been; A 9th rank character encountered
a 7th order monster on the Bfh (dungeon) level and attacked h with a 4th
power spell. However, because of existing usoge, level is retained
throughout with all four meanings, and it is not as confusing as It may now
seem.
B
CHARACTER ABILITIES
CHARACTER ABILITIES (STRENGTH)
CHARACTER ABILITIES
STRENGTH TABLE I
Eoch and every character has six principal characteristics, Ihe character's Ability
abilities. These abilities are sfrengrh, /mergence, wisdom, dexterity. Score
constitution, and charisma. (See also APPENDIX I, Psionic Ability.) The 3
range of ihese abilities is between 3 and 18. The premise of the gome is 4
that each player character is above average — at least in same respects — 5
and has superior potenrial. Furthermore, it is usually essential lo the 6
character's survival to be exceptional (with a rating of 15 or above) in no
fewer than two ability characteristics. Each ability score is determined by 7
random number generation. The referee has several methods of how this 8
random number generation should be accomplished suggested to him or 9
her in the DUNGEON MASTERS GUIDE. The Dungeon Master will inform 10
you as to which method you may use to determine your character's n
abilities. The principal abilities are detailed as follows: 12
13
Strength: Strength is a measure of muscle, endurance, and stomina 14
combined. For purposes of relating this ability to some reality, assume that 15
o character with a strength of 3 is able to lift a maximum of 30 pounds
weight above his or her head in a military press, while a character with 18 |6
strength will be able to press 180 pounds in the same manner, Strength is 17
the forte of fighters, for they must be physically powerful in order to wear
armor and wield heavy weapons. Therefore, strenglh is Ihe major ]g
characteristic (or prime requisite) of fighters, and those fighters with 18/01-50
strength of 16 or more gain a bonus of 10% of earned experience
(explained later). Furthermore, fighters with an IB strength are entitled to 18/51-75
roll percentile dice in order to generate a random number between 01 and
00 (100) to determine exceptional strength; exceptional strength increases
hit probability and damage done when attacking, and it also Increases the
weight the character is able to carry without penalty for encumbrance, as
well as increasing the character's ability to force open doors and similar
portals. The tables below give complete information regarding the effects
of strength. Note that only fighters are permitted to roll on the exceptional
strength section of STRENGTH TABLE II: ABILITY ADJUSTMENTS.
General Information
Here or lower the characier con only be a magic-user
Minimum strength for a gnome, half-ore or halfling
character
Minimum strength for a dwarf character
Minimum strength for a fighter character
Minimum strength for an assassin or paladin charocter
Minimum strength for a ranger character
Maximum strength possible for a female half ling character
Maximum strength possible for a female gnome character,
minimum strength for a monk character
Maximum strength possible for a female elf character
Maximum strength possible for o female dwarf or female
half-elf or mate halfling character
Maximum strength possible for oil non-fighter characters
Maximum strength possible for a female human or male
gnome character
Maximum strenglh possible for a male elf or female half-ore
character _ _
Maximum strenglh possible for a male half-elf character
Maximum strength possible for a mole dwarf or mate
half-ore character
STRENGTH TABLE It.; ABILITY ADJUSTMENTS
D..J Bin*-*/
Den a uorv
Lift Gates
•The number in parentheses is the number of chances out of six for the fighter to be able to force open a locked, barred, magically held, or wizard locked
door, hot only one attempt ever (per door) may be made, and if it fails no further attempts can succeed.
Notes Regarding Strength Table lit
Hit Probability adjustments refer to ihe score generated by dice roll In
melee combat* Subtraction from or addition to the number rolled is made
according lo the table as applicable. (A full listing of combat tables
appears in the DUNGEON MASTERS 0UIDE.)
Damage Adjustment likewise applies 10 melee combat. The damage done
by scoring a successful hit on an opponent is adjusted downwards or
upwards as applicable. Thus, if a hit would normally score 1-6 points of
damage upon the opponent, and Ihe character's strength wos only 3, ihe
actual damage done would be reduced by 1 point; but, on the other bond,
if the attacker had strength of 18/00, the actual damage done would be
adjusted upwards by 6 hit points, and possible damage would jump from
1-6 to 7-12.
Weight Allowance is given in number of goW pieces over and above the
maximum normally stated for unencumbered movement. (See
MOVEMENT, ) The conversion ratio of gold pieces to pounds of weight is 1 0
to 1. If a character could normally carry 500 gold pieces without
encumbrance, but the character had strength of \7 Instead of the normal 8-
1 1 range, 1,000 gold pieces could be carried without incurring movement
penally
Open Doors indicates the number of chances out of A which the character
has of opening o stuck or heavy door on rhot fry. Successive attempts moy
be mode at no penalty with regard to damage lo the character attempting
to force the door open, bui each such attempt requires rime and makes
considerable noise.
Bend Bars/Lift Gates stales ihe percentage chance the character has of
bending normal soft iron bars or of lifting a vertically moving gate (such as
a small portcullis barring a passage). The attempt may be made but once,
and If the score required is not made, the characier will never succeed in
the task. Example: A character with 16 strength is trapped in a dead end
passage by o set of iron iaars which drop down from the ceiling when a
stone slab is stepped on and triggers the release of the gate The characier
first attempts to lift the gate, a roll of 01-10 Indicating success, bui the
percentile dice come up 74, so failure is Indicated. The character next
attempts to bend ihe bars in order lo squeeze between them, the
percentage chance of success is the same as for lifting the gate, and this
time a 07 is rolled, so the character si ips out and is free.
CHARACTER ABILITIES (INTELLIGENCE}
CHARACTER ABILITIES (INTELLIGENCE)
Intelligence: Intelligence is quite similar to what is currently known OS
intelligence quotient, but ii also includes mnemonic ability, reasoning,
and learning ability outsjde ihose measured by the written word.
Intelligence dictates the number of languages in which the character is
able to converse." Moreover, intelligence is the forte of magic-users, for
they must be perspicacious in order to correctly understand magic ond
memorize spells. Therefore, intelligence is the mojor characteristic of
magic- users., and those with intelligence of 16 or more gain a bonus of
10% of earned experience. Spells above 4th level cannot be learned by
magic-users with minimal intelligence, ond intelligence similarly dictates
how many spells may be known and what level spells may be known, for
only the highest intelligence is able la comprehend the mighty magics
contained in 9th level spells. The tables below allow ready assimilation of
the effects of intefligence on ail characters — and with regard to magic-
users in particular.
*Non-human characters typically are able to speak more languages than
are human characters, but rnref/igence likewise affects the upper limit of
therr abilities as well and there are racial limitations. (See CHARACTER
INTELLIGENCE TABLE I
Ability
Score
3
General Information
Minimum intelligence for o half-elf
character
Here or lower the character can only be a
fighter
Minimum intelligence for a half ling
charocier
Minimum intelligence for a gnome
character
Minimum intelligence for an elf character
Minimum intelligence for a polodin or
magic-user character
Minimum intelligence for use of 5th level
magic spells
Minimum intelligence for an assassin
character
Minimum intelligence for use of 6th level
magic spells
Minimum intelligence for a ranger
character
Minimum intelligence for use of 7th level
magic spells
Minimum intelligence for an illusionist
character
Minimum intelligence for use of 8th level
magic spells
Maximum intelligence for a half-<
character
Minimum intelligence for use of 9th level
Possible
Number of
Additional
Languages
0
0
0
TO
II
12
13
U
15
16
17
IS
INTELLIGENCE TABLE fc| ABILITY FOR MAGIC-USE**
Notes Regarding Intelligence Table II;
Each and every magic-user character must employ the Table in order to
determine which and how many of each group of spells (by level) he or
she can learn. At first, only ihe 1st level group of spells are checked.
Successive level groups are checked only when the character reaches a
level at which the appropriate group of spells is usable by him or her.
Chance ro Know Each listed Spell pertains to the percentage chance the
character has by reason of his or her intelligence to learn any given spell
in the level group. The character may select spells desired in any order he
or she wishes. Each spell may be checked only once. Percentile dice are
rolled, and if the number generated Is equal to or less than the percentage
chance shown, then the character can learn and thus know that spelt (it
may be in his or her spell books — explained hereafter). Example: A
character with an intelligence of 12 desires to know a charm person spell
that he finds In a book or scroll, percentile dice are rolled, but the number
generated is 52, so thai spell is not understood and can not be used by the
character (see, however, the paragraph below regarding the minimum
number of spells knowable).
Minimum Number of Spells/Level states the fewest number of spells by
level group a magic- user can learn. If one complete check through the
entire group fails lo generate Ihe minimum number applicable according
to intelligence score, the character may selectively go bock through the
group, checking each spell not able to be learned once again. This process
continues until the minimum number requirement has been fulfilled. This
means, Ihen, thai certain spells, when located, con be learned — while
certain other spells can never be learned and the dice rolls indicate which
ones are in each category. Example: The magic-user mentioned above
who was unable to learn a charm person spell also fails to meet Ihe
minimum number of spells he or she can learn. The character Ihen begins
again an the list of 1st level spells, opts to see if this time chorm person is
able to be learned, rolls 04, and has acquired the ability to learn the spell.
If and when the character locates such a spell, he or she will be capable of
learning it.
Maximum Number of Spells Level is the obverse of the minimum number
which can be known. According to the character's intelligence, this
maximum number which the magic-user can possibly know (have In his or
her spell books) varies from 6 to an unlimited number. As soon as this
maximum is reached, the character may not check any further in the level
group.
Chonge in intelligence: If intelligence goes down or up for any reason,
and such change is relatively permanent, the magic-user must check again
as explained above for known spells by level group.
Acquis if ion of Heretofore Unknown Spells: Although the magic- user must
immediately cease checking to determine if spells are known after the first
complete check of each spell in the level group, or immediotely thereafter
during successive checks when the minimum number of spells which can
be known is reached, it is possible to acquire knowledge of additional
spells previously unknown as long as this does not violate the maximum
number of spells which can be known. New spells can be gained from
captured or otherwise acquired spell books or from scrolls of magic spells.
In the latter event the scroll is destroyed in learning and knowing the new
spell or spells. (This subject is detailed more fully in the section explaining
magic-users os characters.)
CHARACTER ABILITIES {WISDOM}
CHARACTER ABILITIES {DEXTERITY}
Wisdom: Wisdom is a composite term for the character's enlightenment,
judgement, wile, will power, and (10 o certain extent) intuitiveness. It has
a certain effect on saving ihrows against some magical attack modes It is
of utmost importance to clerics, their ma|or characteristic, and those with
wisdom of 16 or greater add 10% to earned experience. Furthermore,
clerks with exceptional wisdom { 1 6 or greater) also gain bonus spells over
and above the number they are normally able to use. The two tables which
follow detail the information pertaining to the effects of wisdom.
For additional information regarding clerics, see the section pertaining to
clerics as characters given hereafter { CHAR ACT! I CLASSES).
WISDOM TABLE It,
Ability
Score General Information
3
4
5 Here or lower the character can only be a
thief
6
7
e
9
10
12
13
14
15
16
17
13
Minimum wisdom for o cleric character
Moglcol Attack
Adjustment*
-3
-2
-1
-1
none
none
none
Minimum wisdom forodruid character
Minimum wisdom for a paladin or mutti-
classed half-elven cleric character
Maximum wisdom for a half-ore charac-
ter
Minimum wisdom for a ranger character
Minimum wisdom for a monk character
Maximum wisdom for a half ling
character
Minimum wisdom for use of 6th level
Minimum
spells
wisdom for use of 7th
none
+ 1
+ 2
+ 4
*This adjustment applies to the saving mrow of the character in question,
the penalty for low wisdom, or the bonus for high wisdom, being used to
alter fhe result of the die rati accordingly. The adjustment applies only to
mental attack farms involving will force, i.e. beguiling, charming, fear
hypnosis, illusion, magic jorring, mass charming, phantasmal forces,
iron, rufership, suggestion, telepathic attack, etc.
WISDOM TABLE II,: ADJUSTMENTS FOR CLERICS
Ability
'Minimum wisdom for use of 6th level spells
••Minimum wisdom for use of 7th level spells
Note* Regarding Wisdom Table II;
Spell Bonus indicates The number of additional spells the cleric is entitled
to according to wisdom ability score. Note thai these spells are only
available when the cleric is entitled to spells of the applicable level. Bonus
spells are cumulative, so a cleric with 14 wisdom is entitled to two 1st level
bonus spells, one with 15 wisdom has two 1st and one 2nd level bonus
spells, etc.
Chance of Spell Failure states the percentage chance of failure clerics with
low wisdom risk when casting spells. To determine if a spell fails,
percentile dice ore rolled, and if the number generated is equal to or less
than !he number shown for failure, the spell is expended and has
absolutely no effect whatsoever.
Dexterity: Dexterity encompasses a number of physical attributes
including hand-eye coordination, agility, reflexes, precision, balance, and
speed of movement, A high dexterity indicates superiority in all of the
above attributes, while a low dexterity might well indicate thai one of
these attributes is actually superior, but that the others ore very poor.
Dexterity affects all characters with regard lo initiative in attack, ihe
projection of missiles from hand or other means, and in defensive
measures. Dexterity is the mojor characteristic of the thief class of
character, and it affects their professional activities (such as picking
pockets, opening locks, and so forth) accordingly. Thieves with a dexterity
ability score of ) 6 or more gain a bonus of \Q% of earned experience. The
two tobies which follow outline the effects of dexterity on characters.
DEXTERITY TABLE I
Ability
Score Gone ral 1 ntormat 1 o n
3
4
Reaction/
Attacking Defensive
Adjustment Adjustment
-3 +4
-2 +3
Minimum dexterity for a half-elf or
magic-user character
Minimum dexterity for an elf
character
Minimum dexterity for a halfling
character
+ 1
9
Minimum dexterity for o thief
character
0
0
12
Minimum dexterity for an assassin
character
0
0
13
0
0
14
Maximum dexterity for a half-ore
0
0
15
Minimum dexterity for a monk
character
0
-\
16
Minimum dexterity for an illusionist
character
+ 1
-2
IS
+ 3
Not.. Regarding Dexterity Table I:
Reaction/Attacking Adfustment is the penalty or bonus for both surprise
Defensive Adjustment refers to the penalty or bonus applicable to a
character's saving throws against certain forms of attack (such as fire ball,
lightning bolts, etc.) due to dodging ability. It also applies to the
character's parrying and/or dodging ability in missile or meiee combat; in
this case the penalty subtracts from the armor doss (q.v.) of the character,
making him or her easier to hit, while the bonus adds to the defensive
value of the character's armor class, making him or her harder To hit. For
example, a character with plate mail and shield is normally treated as
armor class 2; if the character has 3 dexterity, there is a + 4 penalty, so the
armor class changes to 6 (2 + 4), However, if the same character has a
dexterity of 1 8, there is a bonus of -4, so armor class changes from 2 to a -2
(2 + -4= 1.0, -1. 2)
CHARACTER ABILITIES (DEXTERITY)
CHARACTER ABILITIES (CONSTITUTION!
DEXTERITY TABLE II.: ADJUSTMENTS f OB THIEVES
Penalty or Sonus fort
+ 15%
|J rtt ,. | MnH |lnA hawtAfbuT«kU II*
noT*i h wyix ruing uw^wrfTf laoie it:
AJI "Penalty gr Bonus for" categories or* fully detailed under CHARACTER CLASSES, Thieves. The penalties and bonuses are applied to the base chances of
success for each named category. Racial adjustments for dwarves, elves, etc. are additional pluses.
Constitution; Constitution is a term which encompasses the character's
physique, fitness, health, and resistance. Since constitution affects the
character's hit dice and chances af surviving such greal system shocks as
being changed by magic spell or resurrected from the dead, it is of
considerable importance to all dosses. Constitution scores of above a
ceriain number ore necessary for becoming certain sub-classes of
characters, Effects of constitution are given on the table below.
It is of utmost importance to understand that a character's initial
constitution score is also the maximum number of times the character can
be raised from the dead/resurrected, and that each such revivification
reduces the character's constitution scare by 1. Although a character's
constitution can be restored to its former score, or even raised above this
number, by magi cat means, this in no way alters the initial score
limitation, nor does such magical change in constitution restore to the
character additional chances for revivification. Thus, if a character has an
initial constitution af 15, he or she can never be brought back to life by a
raise dead or resurrection spell more often than 15 times. Note that o rod
of resurrection is considered the same as a spell of the same sort. The 1 6th
death is final and irrevocable without use of some other magical means
suchasa wish.
CONSTITUTION TABLE
General Information
Here or lower the character
can only be an illusionist
6 Minimum constitution for
an elf or half-elf character
7 Minimum constitution for a
fighter character
8 Minimum constitution for a
gnome character
Minimum constitution for a
paladin character
Minimum constitution far a
ha If ling character
Minimum constitution for a
monk character
Minimum constitution for a
dwarf character
13 Minimum constitution for a
half-ore character
14 Minimum constitution for a
ranger character
Hit Point
Resun-
Survival
i
IB
-2
-1
35%
40%
40%
45%
-1
50%
55%
0
55%
60%
0
60%
65%
0
65%
0
70%
75%
0
B0%
S5%
0
B5%
90%
jo
se%
92%
+1
+ 2
+2<+3)*
+2 (+4)*
*i%
95%
97%
99%
94%
96%
98%
100%
Notes Regarding Constitution Table;
Hit Point Adjustment indicates Ihe subtraction from or addition to each hit
die far a character. (Hit dice are explained fully under the appropriate
heading.) Note that subtraction can never reduce ony hit die below 1, i.e.
if a die is rolled and a 1 comes up, or if a 2 is rolled and the penalty due to
constitution is -2. the die is read as 1 (hit point) regardless of subtractions.
Note also that the only class of characters which is entitled to bonuses
above +2 per hit die is fighters (including the fighter sub-classes paladins
and rangers ). Thus, even though a cleric, magic-user, or thief has a
constitution of 17 or 18, the additional hit points for each hit die due to
superior constitution Is +2.
System Shocfe Survival states the percentage chance the choracter has of
surviving the fallowing farms of magical attacks (or simple application of
the magic): aging, petrification (including flesh to stone spell), polymorph
any object t polymorph others. Example: The wicked necromancer
polymorphs (others) his hireling into a giant roc, with the raiher foolish
agreement af the changee; the hireling must make a saving throw based
on his consitution scare using the table above. Assuming he survives, a
furl her saving throw would have lo be made if he wos again palymorphed
or dispelled back to original form. The saving throw must be equal to or
less than the percentage shown.
Resurrection Survival shows the percentage chance the character has of
being successfully raised from the dead or resurrected by a cleric. The
score af the percentile dice must be equal to or less than the number
shown on the table, or the character fails to be revivified and is completely
and totally dead forever. Remember that a ch a racier can never be raised
from the dead/ resurrected a total number of limes in excess of the
character's initial constitution score.
*6ar>us apples only to fighters; a// other ciasses may be given a maximum
hit paint bonus adjustment for constitution of + 2.
12
CHARACTER ABILITIES (CHARISMA)
CHARACTER RACES
Charisma: Charisma is the measure of the character's combined physical
attractiveness, persuasiveness, and personal magnetism. A generally non-
beautiful character can have a very high charisma due to strong measures
of Ihe other two aspects of charisma. H is important to all characters, os It
has an effect on dealings with others, principally non-player characters,
mercenary hirelings, prospective retainers, and monsters. It absolutely
dictates the total number of henchmen a character is able to retain, ft
affects loyalty of all hirelings and retainers. It is the key to leadership. The
following table expresses ihe facts regarding charisma scores.
Ability
Scar*
3
4
5
6
7
8
General Information
Maximum
No, ol
Henchmen
Loyalty Reaction
Adjustment
Here or lower the character
can only be an assassin
Minimum charisma far an
elf character
1
-30%
-25%
1
-25%
-20%
2
2
3
20%
-15%
-10%
-15%
-10%
■05%
3
-05%
normal
4
normal
normal
normal
normal
12
13
14
15
16
Maximum charisma for a
half-arc character*
Minimum charisma for a
druid character
Maximum charisma for a
dwarf character**
(imi
normal normal
normal + 05%
+ 05% +10%
+ }$% +15%
+ 20% +25%
*Cbarisma maximum applies only with respect to non-ores and non-
half-orcs (see CHARACTER RACES. Half -Ores).
"Charisma maximum appi res only with respect fo non-dworves (see
CHARACTER RACES, Dwarves J.
Motet Regarding Charisma Table:
Maximum Number of Henchmen states the number of non-player
characters who will serve as permanent retainers of the player character.
It does not affect the number of mercenary soldiers, men-at-arms,
servitors, ond similar persons in the pay of the character.
Loyalty Base simply shows the subtraction from or addition to the
henchmen's ond other servitors' loyally (q v. ) scores.
Reaction Adjustment indicates the penalty or bonus due to the character
because of charisma in meeting and dealing with persons and creatures
encountered. For example, the character might encounter a basically
neutral intelligent creature and seek to converse In order to gain some
advantage, tf the charisma of the character is low, he or she will be
working under a handicap which will have io be overcome by generous
offers and gifts if o chance of success is hoped for. On the other hand, if
the character's charisma score is high, he or she will begin negotiations
from a strong starting position due to charm and magnetism.
CHARACTER RACES
After a player has determined the obililies of his or her character, it is then
time to decide of what racial stock the character is to be. For purposes of
the game ihe racial stocks are limited to the following] dwarven, efven,
gnome, hoff-efven, hoffting, hoif-orc, and human. Each racial stock has
advantages and disadvantages, although in general human is superior to
the others for reasons you will discover as you read on. The Dungeon
Master may have restrictions as to which races are allowed in the
campaign due to the circumstances of the milieu.
Two Tables for easy reference are given below in order that you can select
the racial stock of your character based on abilities generated ond with an
eye towards what doss (q.v.) of adventurer the character will be. Most
non-human races are able to work in two or more classes at ihe same time,
and some gain ability score bonuses as well, but most are limited as to
how great o level they may attain in a given class, except in the case of o
thiol
CHARACTER RACE TABLE U CHARACTER CLASS LIMITATIONS
Racial mock or \*naracT*r
Character
Clfilt
CLERIC (A)*
Druid (N)
Dworven
no
no
Elven
no
no
Gnome
no
no
Half- Elven
yes
yes
Half ling
no
no
Half Ore
yes
no
Human
Y es
yes
FIGHTER (A)
Paladin (LG)
Ronaer (G)
yes
no
no
yes
no
no
yes
no
yes
no
yes
no
yes
no
yes
yes
AAAGlC-USEfc (A)
Illusionist (A)
no
no
yes
no
no
yes
yes
no
no
no
no
no
yes
yes
THIEF (N to E)
yes
yes
yes
yes
yes
yes
MONK (L)
no
no
no
no
no
no
yes
r ftac* Table I:
Choracfer Oass names are shown in capital letters if the class is major, sub-classes are shown with the first letter capitalized only. The letter or letters
appeoring after each class indicate the alignment (q.v.) possibilities of each character class: (A) meant any, (N) means neutral only, (LG) means lawful
good only, (G) means good only, (N to E) means any neutral to any evil alignment, (E) means evil only, and (L) means lawful only, (A)* a cleric cannot be
true neutral unless of the druid subclass,
Racial Sfocic of Characters shows the seven races of player characters, and reading down each heading gives quick reference asio what classes each race Is
able to became in regard to their player character role.
A " no" indicates that the race cannot become the character class in question,
A "ves' r indicates that the race is able to become the character class in question.
13
CHARACTER RACES CHARACTER RACES
CHARACTER RACE TABLE &f CLASS LEVEL LIMITATIONS
'Oworven fighters with less than J7 strength ore limited to 7th /eve); those with J7 strength are limited to 8th /eve/.
'Elven fighters with less than 17 strength are limited to 5th level; those with 1 7 strength are limited to 6th level.
'Gnome fighters of less than IS strength are limited to 5th level.
•Half-elven fighters of less than 17 strength are limited to 6th level; those of 17 strength are limited to 7th level.
*Hat fling fighters of Hfllrf sub-race, as well as all other types of sub-races with strength of under 17, are limited to 4th level. Tallfellows of 17 strength and
Stout* of IS strength con work up ro 5th level TaHt«Howi that somehow obtain IB strength can work up to 6th level.
*Elven magic-users with intelligence of less than 1 7 ore limited to 9th level; those with intelligence of 17 are limited to 10th /eve/,
T Ha/f-e/ven magr'c-users with rnrei/igence of less than 17 are limited to 6th level; those with intelligence of 17 are limited to 7th level.
"Gnome illusionists with intelligence or dexterity under 17 are limited to 5th level; those with both intelligence and dexterity of \7 are limited to 6th levei
'Ha/f-Orc thieves with dexterity of less than 17 are limited to 6th level; those wrfh dexterity of 17 are limited to 7th level.
Numbers in Parentheses {} indicate that This class exists only os r
characters in the race in question
Numbers — not in parenrhesis — indicate the maximum level attainable
by a character of the race in question.
U appearing in a race column indicates that n character of the race in
question has no limitation as to how high the character can go with regard
to level in the appropriate class.
in others. These penalties and bonuses are applied to the initio! ability
scores generated by a player far his or her character as soon as the racial
stock of the character is selected, and the modified ability scores then are
considered os if they were the actual obi I iiy scores generated for all game
purposes. These penalties and bonuses ore shown below;
Penalty or Bortui
Constitution + 1 r Charisma -1
Dexterity + 1 ; Constitution -1
Strength + 1 ; Constitution -f 1 ; Charisma -2
Strength -1; Dexterity +1
Dwarf
€lf
Half -Ore
Halfling
Certain racial stocks excel in certain ability areas and have shortcomings
There are certain other disadvantages and advantages to characters of
various races; these ore described in the paragraphs pertaining to each
race which follow.
\A
CHARACTER RACES
CHARACTER RACES {DWARVES}
Character Ability Scores by Racial Typa;
As noted previously in the section pertaining to character abilities, the
non- and part-human races must meet certain minimum ability scores, and
some races have lower maximum passible scores os well. In order for your
character to be of one of these races, these minimums and maximums
must be met. The minimum scores must have been generated in the initial
abilities rolls, or if bonuses are given for ihe race, then the minimums must
be met considering such bonuses. Maximums applicable are easily met,
for the ability score is simply lowered to conform to the maximum.
The (able below shows these minimum and maximum figures at a glance.
CHARACTER RACE TABLE III: ABILITY SCORE MINIMUMS ft MAXIMUMS
Ability
CHARACTER'S RACE
Scores
Dwarven
El von
Gnome
Half-El ven
Halfling
HolKirc
STRENGTH*
M/F
M/F
M/F
M/F
M/F
M/F
Min.
fl/8
3/3
6/6
3/3
6/6
6/6
Max.
1&/17
18/16
18/15
IB/17
17/14
W18
INTELLIGENCE
Min.
3/3
8/8
7/7
4/4
6/6
3/3
Max:
IS/18
is/1 a
18/18
18/18
18/18
17/17
WISDOM
Min,
3/3
3/3
3/3
3/3
3/3
3/3
Max.
IB/IB
18/16
18/18
T7/17
14/14
DEXTER J TY
Min.
3/3
7/7
3/3
6/6
8/8
3/3
Max*
17/17
19/19
18/18
IB/IB
18/18
CONSTITUTION
Min.
12/12
6/6
8/8
6/6
10/10
13/13
Max.
19/19
la/ia
18/18
19/19
19/19
CHARISMA
V„n
Max,
3/3
16/16
8/8
18/18
3/3
18/18
3/3
18/18
3/3
18/18
3/3
12/12
*As nofed previous//, fighters of oil races might be entitled to an
Note i Regarding Character Race Table III;
Minimum Scores indicate the lowest possible roll for consideration of o
character 1o be of ihe racial type indicated. Scores below rhe minimum
indicated are not allowable, so any chorocter with less than the minimum
shown can not be of the appropriate race.
Maximum Scores include racial penalties and bonuses; thus, some races
con exceed the 18 total possible in the initial generation of abilities with
three sis-sided dice. Penalties and bonuses for roce are taken before
adjusting for maximum score.
The Slosh (/) separates (he minimums and maximums possible for moles,
shown first, and females, shown afier the slosh, thus: males/females,
minimum and maximum as applicable. A male dwarf needs a minimum
strength of 8, as does a female of thai race; a male dwarf can have a
maximum strength of 18, but a female dwarf can hove o maximum
strength of 17; this reads as &/8, 1 8/1 7
CHARACTER RACE DESCRIPTIONS
All of the non-human or part-human races closely resemble humans in
many aspects. It Is assumed thai similarities are sufficiently apparent so as
to warrant no further comment, and only special racial characteristics
which are dissimilar to humans will be dealt with. Characters differ slightly
within their respective races as o whole.
Dwarv«i:
The race of dwarves typicolly dwells in hilly or mountainous regions. For
details of the race In genera! the reader is referred to ADVANCED
DUNGEONS ft DRAGONS, MONSTER MANUAL As player characters, both
dwarves and their cousins Ihe "mountain dwarves" can be considered.
A character of the dwarven race can be a fighter (maximum of 9th level),
a thief, or an assassin (maximum of 9th level). It is also possible for a
see CHARACTER ABILITIES, !
dwarven character ic opt to work simultaneously in the fighter and thief
classes; in the latter event the dwarf will be limited To Ihe armor permitted
a thief when performing any functions of thai class. Experience will always
be divided between the two cfasses also, even though the dwarf may no
longer advance upwards in fighting ability level. (Complete information
regarding this subject is given hereunder in the section dealing with
CHARACTER CLASSES )
Because of thetr very nature, dwarves are non-magical and do not ever
use magical spells, However, this nature gives them a bonus with regard to
their saving throws [see COMBAT. Saving Throws) against attacks by
magic wands, staves, rods and spells, This bonus is 4- 1 for every 3Vj points
of constitution ability. Thus, if a dwarf had a constitution of ? he or she
would gain a +2 on dice roils mode as saving throws, at 14 constitution
the bonus would be +4, and at 18 constitution the bonus would be the
maximum normally possible. + 5.
Similarly, dwarves have exceptional constitutional strength with regard to
toxic substances, ingested or injected. Therefore, all dwarven characters
moke saving throws against poison in [he same manner and with the same
bonuses os they do against magical ottocks from wands, staves, rods, and
spells.
All dwarves are able to speak the following languages (q.v.): dwarven,
gnome, goblin, kobold, and orcish; in addition, dwarven characters are
able to speak the "common tongue" of all humankind. However, except
for their alignment language (see ALIGNMENT), they are unable to learn
more than two additional languages regardless of their intelligence
ability.
Dwarves ore able to see radiation in the infra-red spectrum, so they can
see up to 60' in the dark noting varying degrees of heal radiation, This
ability is known as "infravision".
Dwarves are miners of great skill. They are able to detect the fallowing
focts when within 10' or less of the particular phenomenon (except
CHA H A t TER RA CES (D WA R Vb.S}
CHARACTER RACES (GNOMES}
determination of approximate depih, which can be done at any distance):
Detect grade or slope in passage,
upwards or downwards
Detect new construction
or passage/tunnel
Detect sliding or shifting
walls or rooms
Delect traps involving
pits, falling blocks and
other stonework
Determine appro* Ornate
depth underground
75% probability
(d4, score 1-3)
75% probability
66 2/3% probability
(d6, score 1-4)
50% probability
(64, score 1-2 or
d6, score 1-3)
50% probability
Note thai the dworven character must be actively seeking lo determine the
phenomenon in question in order to be able to determine the answer; the
information does not simply spring to mind unbidden.
tn melee combat (see COMBAT), dwarves add 1 to their rike rolls to hit
opponents who ore half-ores, goblins, hobgoblins, or ores. When being
attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves su biro ct
4 from their opponents' "to hit" dice rolls because of the dworves" small
size and combat abifity against these much bigger creatures.
As has already been noted, dworven characters get a bonus of 1 added To
their initial constitution ability, and a penolty of 1 on Their charisma score
due to racial characteristics. Ir is very important to note the actual charisma
score prior fo racial adjustmenf, however, for dwarven characters do not
suffer charisma penalties, nor are they limited to a 16 charisma maximum
with regard to their own race. For example, let us suppose a player who
has rolled a charismo score of 18 decides to have a dworven character,
thus reducing charisma score by \ due to racial characteristics. However,
the highest score possible for a dwarf is 16 (see CHARACTER ABILITIES,
CHARISMA TABLE}, so the character's charisma scare is recorded as 16
(18), the parenthetical number being the actual score rolled. With regard
to non-dworven henchmen, the character is limited to a maximum of 8,
but with regard to dwarves the character has a score of 18 charisma, sa up
to 15 henchmen would serve the chorocter if the additional servitors (over
and above 8) were themselves dwarves.
There ore many sorts of elves, and descriptions of the differing types are
found in ADVANCED DUNGEONS A DRAGONS, MONSTER MANUAL
Elven player characters are always considered to be high elves, the most
common sort of elf.
A character of elven stock can opt to be a fighter (maximum of 7th level),
a magic-user (maximum of 11th level), o thief, or an assassin (maximum
of 10th level}. An elven character can also be multi-classed, i.e. a
f ighter/magic-user, a fighier/thief, a magic-user/thief, or a
fighter/magic-user/thief . If ihe character is multi-classed, the following
restrictions and strictures apply: Although able to operate freely with the
benefits of armor, weapons, and magical items available to the classes the
character is operating in, any thieving is restricted to the armor and
weaponry usable by the thief class. All earned experience is always
divided equally among the classes of the character, even though the
character is no longer able to gain levels in one or mare of the classes.
(More detailed information is given in the CHARACTER CLASSES section
hereafter.)
Elven characters have a 90% resistance lo s/eep and charm spells (if these
spells are cast upon them a percentile dice roll of 91% or better is required
to allow the magic any chance of having an effect and even then the
saving throw ogoinst spells is allowed versus the charm spell).
When employing either a bow of any sort other thon a crossbow, or a short
or long sword, elven characters gain a bonus of + 1 on their die rolls "to
hit".
All elven characters are able to speak the following languages in addition
to that of their chosen alignment: elvish, gnome, halfling, goblin,
hobgoblin, oreish, gnoll. ond the "common tongue" of mankind, Elven
characters of above 15 intelligence are able to teorn one additional
language for every point of intelligence over 15, i.e. o character with an 18
intelligence score could learn three additional languages (q. v.).
Elves have the obi lily to see into the infra -red spectrum, so they are able to
see up to 60' in darkness, noting varying degrees of heat radiation.
Secret or concealed doors ore difficult to hide from elves. Merely passing
within 10' of the latter makes an eiven chorocter 16 2/3% [1 in 6) likely to
notice it. If actively searching for such doors, elven characters are 33 1/3%
(2 in 6) likely to find a secret door and 50% Likely (3 in 6) to discover a
concealed portal.
As has been shown previously, elven characters add o bonus of + 1 to their
initial dexterity score. Likewise, as elves are not as sturdy as humans, they
deduct 1 from their initial constitution score.
if alone and not in metal armor (or if we/I in advance — 90' or more — of
o party which does not consist entirely of elves and/or halfllngs) an elven
character moves so silently that he or she will surprise (q.v>) monsters 66
2/3% (d6, 1 through 4) of the time unless some portal must be opened in
order to confronl l he monster. In ihe la tier case the chance for surprise
drops to 33 1/3% (d6, 1-2).
Gnomes:
A gnome's preferred habitation is an area of rolling, rocky hills, well-
wooded and uninhabited by humans. Details of the race are found in
ADVANCED DUNGEONS « DRAGONS, MONSTER MANUAL.
A character of the gnome roce can setect to be o fighter (maximum of 6th
level), an illusionist (maximum of 7th level), a thief, or on assossin
(maximum of 8th level). It is also possible for a gnome character to be two
classes at the same time (a fighter/illusionist, a fighter/lhief, or on
Illusionist/thief, for example). In ihe latter case, the character is restricted
to the wearing of leather armor, regardless of which class combination he
or she has chosen, unless only fighting is performed by ihe character. As
with any such multi-class character, gnomes wilh two character classes
must always divide earned experience equally between levels, even
though it might no longer be possible to advance upwards in level in one
of the classes. (See CHARACTER CLASSES for more information regarding
this subject.)
Similar lo their cousins, the dworves, gnomes are highly magic resistant. A
gnome player character gains o bonus of + I for every 3'/ 2 points of
constitution ability score, just as dwarven characters do, A conslilution of 4
gains 0+1,7 gains a +2, 1 1 gains a +3, 14 gains a +4, and 18 gains o
+ 5 bonus to saving throws versus magic wands, staves, rods, and spells.
Gnome characters are able to speak the following languages in addition
to their alignment language (q.v.) ond the "common tongue" of
humanity: dworvish, gnome, holfling, goblin, kobold, and they can also
communicate with any burrowing mammal (such as moles, badgers,
ground squirrels, etc.) Gnomes are unable to learn more than two
guages in addiiion to those noted above, regardless of how high their
MS.
Gnomes have infra vision, the ability to see into the infra-red spectrum, so
a gnome character is able to see up to 60' in the dark, noting varying heat
rod ia t i o n .
Being miners of exceptional merit, gnomes are able to detect the
following facts when within 1 0' of the area to be examined, or at any time
wrth respect to determination of their approximate depth underground:
Detect grade or slope in
upwards or downwards
Deteci unsafe walls,
ceilings, or floors
Determine approximate
depth underground
Determine direction of
travel underground
80% probability
(dlO, score 1 -8)
70% probability
(did, score 1-7)
60% probability
(dlO, score ^-6)
50% probability
score any half )
It is important to note that the gnome must be actively seeking lo
16
CHARACTER RACES (GNOMES}
CHARACTER RACES (HUMANS}
determine the manor in question. The phenomenon does not otherwise
become apporeni to the character, for he or she musi concentrate on the
subject to get some form of answer.
In melee combat, gnome characters odd 1 to their dice rolls to hit
opponents who are kobolds or goblins. When being attacked by gnolls,
bugbears, ogres, trolls, ogre magi, giants, and/or titans, gnome characters
subtract 4 from their opponents' "to Hit" dice roils because of the gnomes'
small size ond their comboi skill ogoinsi these much bigger creatures.
Half -E Ives !
Half-elves do not form a race unto themselves, but rather they can be
found amongst both elvenkind and men, For details of the typicot half-elf
see ADVANCED DUNGEONS* DRAGONS, MONSTER MANUAL under the
neaping cfr.
A character of half-elven rac & co n play as a cleric [maximum of 5th level),
druld, fighter (maximum of 8ih level), ranger (maximum of Bfh level),
magic-user (maximum of 8th level}, thief, or assassin {maximum of 11th
level). A character of half-elven race can also opt to become a multi-
classed individual i.e. cleric/fighter, cleric/ranger, cleric/mogic-user,
fighter/magic-user, fighter/thief, magic- user/thief, cleric/fighter/magic-
user, or a fighter/ magic-user/ thief. Half-elven characters who choose the
cleric as one of their multi-classes aren't limited by that doss' proscriptions
upon weapons usable, bui rhey ore quite restricied in level, Half-elven
characters who choose the thief class as one of their multi-roles are limited
to the weaponry and armor of that closs when operating as a thief. All
earned experience is always divided evenly between the classes of the
multi-classed character, even though the character is no longer able to
gain levels In one or more of the dosses, (See CHARACTER CLASSES, and
consult rhe various classes for more detailed information pertaining io
half-elven characters operating within ihe stored classes.)
Half-elven characters have a 30% resistance to sieep ond charm spells (if
the spelts are cast upon ihem, a percentile dice roil of 31 H or better is
required to allow the magic any chance of having an effect, and even then
the saving throw against spells is allowed versus the charm spell } .
All half-elven characters are able to speak the "common tongue" of men,
their alignment language Cqv), and the following: elvish, gnome,
halfling, goblin, hobgoblin, orcish, and gnoll. Half-elven characters of
above 16 Intelligence are able to learn one additional language for every
poini of intelligence above 16, so thai a 17 Intelligence indicaies the
character can learn one additional language, and an 18 intelligence
indicates two languages can be learned in addition to those listed above.
Half-elves have the ability to see into the infra-red spectrum, so they are
able io see up to 60' in darkness, noting varying degrees of heat rod ration.
Secret or concealed doors are difficult to hide from holf-etves, just as they
are noticeable by elves. Merely passing within 10' of a concealed door
gives the half-elven charocter a 1 in 6 chance (1 6 2/3%) chance of spotting
it. If ihe character is actively seeking to discover such doors, he or she has
a 2 in 6 chance (33 1/3%) of spotting a secret door and a 3 in 6 chance
(50%) of locating a concealed door.
Ha hf lings:
Halflings are very much like small humons, thus iheir name. As player
characters, it is assumed that any of the sub-races of the race of half lings
con be considered as thai of the half ling character in question. Complete
Informal ion on half lings is found in ADVANCED DUNGEONS f
DRAGONS, MONSTER MANUAL
A character of the halfling race can be a fighter, o thief, or a fighter/thief.
As ha If lings are unable to work beyond 6th level as fighters, it is most
probable that the character will be a ihief or a multi-classed fighter/thief.
In the latter case the character is limited to the armor ond weaponry of a
thief whenever any such functions ore to be performed during the course
of an adventure. Furthermore, earned experience is always divided
evenly between the two classes, even though the character may no longer
be able to gain additional levels as o fighter.
All halfling characters have a high resistance to magic spells, so for every
3'/a points of conslitulion ability the character possesses, he or she gains a
+ 1 on saving throws versus wands, staves, rods, ond spells. This converts
to the following bonuses for constitution: 4-6 = +1,7-10 - +2, 11-13 -
+ 3,14-17= +4, and 16 = +5.
As half lings also have a simitar resistance to poisons of oil sorts, they gain
a constitution bonus identical la that for saving throws versus magical
attocks when they make saving throws versus poison, Le. +1 to +5
depending on constitution score.
All halfling characters are able Io speak the following languages in
addition to mankind's "common tongue" and the alignment language:
dwarven, elven, gnome, goblin, holfllng, and orcish. Halflings with intelli-
gence above 16 can learn one additional language for every point of intel-
ligence they possess above the 16 minimum, so at 17 intelligence ihe
character can learn one additional language, and at 18 Intelligence two
can be learned.
Certain halfling characters have infra vis ion. Those with mixed blood are
assumed to have infravision which functions up to 30' distant, while those
of pure Stoutish blood are able to see heat radiation variation at up to ©0/
{normal infravision)
Similarly, halflings of mixed type ond those of pure Stoutish blood are able
to note if a passage is an up or down grade 75% (d4, 1-3) of the time, and
they can determine direction 50% of the time. Note that these abilities
function only when the charocter is concentrating on the desired
information to ihe exclusion of all olher thought and activity.
if alone {or ,vell in advance — 90' or more — of a party which does not
consist entirely of halflings or elves not in metol armor) and not in metal
armor, halfling characters are abb to move very silently; thus, if they do
not have to open some form of door or other screen, they will surprise
(q,v>) a monster 66 2/3% (d6, 1-4} of the time. If a door must be opened,
chance for surprise drops to 33 1 /3% (d6 ( 1*2).
Halfling characters must accept a penalty of -1 from their initially
generated strength ability score, and they gain a bonus of +1 on dexterity.
nair-urct;
Ores ore fecund ond create many cross-breeds, most of the offspring of
such being typically orcish. However, some one-tenth of ore- human
mongrels are sufficiently nan -orcish to pass for human. Complete details
of ores and cross-breeds will be found under the heading Ore in
ADVANCED DUNGEONS ft DRAGONS, MONSTER MANUAL
As it is assumed that player characters which are of ha If -ore roce are
within the superior 10%, they have certoln advantages. A half-ore
character can become a cleric (maximum of 4th level), a fighter
[maximum of 10th level), a thief (maximum of 8th level), or an assassin. 1 1
is also possible for o half-ore character to operate in two classes at the
same time: cleric/fighter, cleric/thief, cleric/assassin, fighter/thief, or
fighter /assassin. When playing a multi-classed character, the half -ore
must abide by the restrictions of the least favorable class wilh regard only
to armor. All earned experience is always divided equally between the
player's two classes, even though the character might no longer be able io
progress upwards in level in one of the two classes. (See CHARACTER
CLASSES for mare information regarding this subject.)
Half-ore characters are able to speak the "common tongue" of humanity,
iheir alignment language, and orcish as well These characters are able to
learn a maximum of two additional languages.
Half-ores have infravision, so that they can detect varying degrees of heat
radiation up to 60' distant in the dark.
As has been shown before, half -ore characters have bonuses of +1 to both
their strength ond constitution scores initially rolled, but they must subtract
o charismo penalty of -2. Note that this penalty is in regard io those non-
player character henchmen who ore not themselves of ha If -ore race, so
the initial, unaltered, charisma ability score should be recorded (cf.
Dwurves).
Humans:
Human characters are neither given penalties nor bonuses, as they are
established as the norm upon which these subtractions or additions for
racial stock are based. Human characters are nol limited as to what class of
character they can become, nor do they have any maximum limit — other
17
CHARACTER RACES fffUMAW
CHARACTER CLASSES
than thai intrinsic to the class — of level fhey con attain within a class. As
fhey are ihe rule rather than the exception, the basic Information given
always applies to humans, and racial changes are noted for differences as
applicable for non-human or part-human stocks.
In add hi on to the various attributes of the races of characters already
mentioned, there are also certain likes and dislikes which must be
considered in selecting o racial type for your character. The dealings which
a character has with various races will be affected by racial preferences to
some extent. Similarly,, the acquisition of hirelings by racial type might
prove difficult for same characters if fhey go outside a narrow field. Your
Dungeon Master will certainly lake racial preferences Into account during
interaction between your character and the various races which he or she
will encounter. The following table will serve os a guide in determining
which races your character will like, be rather indifferent to, or dislike.
RACIAL PREFERENCES TABLE
Bosk Acceptability of Racial Type
Race
Elves
nflfl" CI V»S
Holfllngt
Half 'Ores
DWARVEN
P
A
G
N
G l
H
N
ELVEN
A
P
T
G
T
A
N
GNOME
G
T
t>
T
G
H
N
HALF-EL VEN
N
P
T
P
N
$ '
T
HALFUNG
G a
HALF-ORC
A
HUMAN
N
N
N
T
N
N
P
1 Only with regard to Tal If el lows and Stouts, other half lings are regarded with tolerance (T)>
1 Only Stouts regard dwarves os acceptable, other half li ngs tolerate them (T).
J Only Tal Ifel lows regard elves Osgood company, other half lings are tolerant (T).
iiv'v> an KBEiiiJ
Table:
P: P indicates that the race is generally preferred, and dealings with
the members of the race will be reflected accordingly,
O: G means that considerable goodwill exists towards the race,
T: T indicates that the race is viewed with tolerance and generally
acceptable, if not loved.
Character class refers to the profession of the player character. The
approach you wish to take to the game, how you believe you can most
successfully meet rhe challenges which it poses, and which role you desire
to play are dictated by character class (or multi-class). Clerics principally
function as supportive, although they have some offensive spell power
and are able to use armor and weapons effectively, Druids are a sub-closs
of cleric who operate much as do other clerics, but they ore less able in
combat and more effective in wilderness situations, fighters generally
seek to engage in hand-to-hand combat, for they have more hit points and
better weaponry in general than do other classes. Paladins are fighters
who are lawful good (see ALIGNMENT). At higher levels they gain limited
clerical powers as well. Rangers are another sub-class of fighter. They are
quite powerful in combat, and at upper levels gain druidic and magic spell
usage of a limited sort. Magic-users cannot expect to do well in hond-lo-
hand combat, but they have a great number of magic spells of offensive,
defensive, and informational nature. They use magic almost exclusively to
solve problems posed by the gome. Illusionists are a sub-class of magic-
user, and they are different primarily because of the kinds of spells ihey
use, Thieves use cunning, mmbleness, and stealth. Assassins, a sub-class of
thief, are quiet killers of evil nature. Monies are aesthetic disciples of
bodily training and combat with bare hands. Each class Is detailed fully En
succeeding paragraphs. It is up to you to select what dass you desire your
character to be. Selection must be modified by abilities generated and
possibly by the race of your character.
The following tables will enable you to determine the major differences
between character classes at a glance. Specific comparisons must be done
in light of the detailed information given in the sections which discuss ihe
individual classes in question. Note that non-human and semi-human race
characters who are multi-classed are typically bound by the limitations of
the thief class onFy. That is, a fighter/magic- user can benefit from both
armor, weaponry and spells; a fighter/thief is limited by the constraints of
the thief class.
N: N shows that the race is thought of neutrally, although some
suspicion will be evidenced.
A: A means that the race is greeted with ontrpatny.
H: H tokens o strong hatred for the roce < n question .
CHARACTER CLASSES
CHARACTER CLASSES
CHARACTER CLASSES TABLE I: HIT DICE. SPELL ABILITY, AND CLASS LEVEL LIMIT
CI ait of
Character
CLERIC
Druid
FIGHTER
Paladin
Ranger
MAGlCUSEft
Illusionist
THIEF
Hit Die
Typo
d8
da
dio
dio
Maximum Number of
Hit Dko
9
\A
9
9
da{ + d6]
di
do
11
10
10
Spoil Ability
ye*
yes
no
yes*
yes
yes
yss
no*"
no*"
CI mi Lovol
Limit
none
14 (The Great Druid}
none
none
T7( + l]'
ihty up ro Jth level spelte, first gained at 9th level.
**The ranger beings with two eight-sided bif dice (268), but thereafter goes up one die per /eve/, to the Indicated maximum, as do a/i other dosses. The
monk begms with fwo four-srded dice (2d4^ and goes up thereafter as do rangers, of one die per leve/,
•**OrufdJc spelf ability up fa 3rd /eve/ spel/s, first gamed at 8th level"; and magic- user spel/ ability up to 2nd level, first gained at 9th I eve/.
****At /0th /eve/ { /2th /eve/ with regard to assassins) thieves gain the obi/iry ro read magic users' fond iHusiomsts'J spe/ls from scrolls.
Hotel Regarding Character Clan*i Table 1.:
Goss of Character is self-explanatory. Multi-classes have boon omitted,
bur certain facts pertaining to them are given hereafter.
Hit Dice Type shows the type of die to be rolled by o character of the
appropriate closs at each level of experience (q.v.) he or she has gained
so as to determine how many hit points (q.v.) the character has. Multi-
classed characters determine their hit points as follows:
I. Roll the hit die {or dice) appropriate to each closs the character is
processing,
2 Total the sum of all dice so rolled, and adjust for constitution (q,v).
3 + Divide the total by the character's classes (two or three), dropping
fractions under *h r rounding fractions of Va or greater upwards to ihe
next whole number.
4, The number derived (quotient) is the number of hit points the
multi-classed character gains with the rise in that experience level.
Noie that when multi-classed characters are no longer able to progress in
any given class, they no longer gain the hit dice for rhof class, (See
CHARACTER HIT POINTS).
Maximum Number of* Kii Dice assumes that the character has no racial
limitation to prevent rise commensurate with the number of hit dice, Note
that additional hit points are still gained with increase in level, even
though no additional hff dice can be, in those cases where there is no class
(or race) level limit. (See CHARACTER HIT POINTS,)
Spelt Ability simply fndicaies whether or noi the class of character is able
to employ spetls. (For details of spells see CHARACTER SPELLS,)
Class Level Limit tells how high in levels the character con progress in the
closs in question. As shown, most character classes do not have any upper
limit, although racial limitations might affect non-human or semi-human
characters.
CHARACTER CLASSES TABLE II.: ARMOR AND WEAPONS
Class of
CLERIC
Druid
FIGHTER
Paladin
Ranger
MAGIC-USER
Illusionist
MONK
sticks, club, crossbow, dagger, hand axe, javelin, jo stick, pole arm, spear, siaff
nhrs heading includes any magical weapons of the type named unless use by the closs in question is specifically proscribed In the description of the magic
weapon.
"This prohibition is strictly for derics who are not of evil alignment; the latter may use poison if permitted in the campaign by the referee.
■"Characters under E height connot employ the longbow or any weapon aver IT in length. Those under 100 pounds of body weight cannot use the heavy
crossbow or pole arms in excess of 200 gold piece weighi equivalent. Including two-handed swords.
* A th ief may use a short sword, brood sword, or long sword but not a bastard sword or a two-handed sword.
Note Regarding Poison: The question mark indicates that ^he use of poisons is possible providing the referee so allows. Uses and limitations are determined
by the referee with suggestions from t
19
CHARACTER CLASSES (CLERIC)
CHARACTER CLASSES (DRUID)
Thm Clerk
As hos been stofed previously in the section detailing CHARACTER
ABILITIES, the principal attribute of a cleric is wisdom, A character musl
have a minimum wisdom ability score of 9(13 Ho multi -classed half-elven
cleric bur 9 if o multi-dossed ha If -ore cleric}. If wisdom ability is greater
rhan 15, the character odds 10% lo experience (q.v,) awarded lo him or
her by the referee, Example: A cleric character gains an award of 975
experience points from the DM after a successful adventure. Because the
character hos o wisdom ability score in excess of 15, he or she ihen adds 98
experience points (975 X JO = 97.5, or 9B E,P.) to the 975, for a total of
1,073 E.P. Of course, a cleric will benefit in other woys by having a high
wisdom score. He or she gains bonus spells from high wisdom, as well as a
belter chance to avoid the effects of certain magical attacks.
High ability scores In strength and constitution are also desirable for a
character of this class, ond good dexterity is likewise of benefit.
This class of character bears a certain resemblance to religious orders of
knighthood of medieval times. The cleric has an eight-sided die (d8) per
level to determine how many hit points (q.v.) he or she has. The cleric is
dedicated to a deity, or dailies, and at the same time a skilled combatant
at arms. The cleric can be of any o/ignmenf {q.v.) save (true) neutral (see
Druid hereafter) alignment, depending upon lhat of the deity the cleric
serves. All clerics have certain holy symbols which aid them and give
power to their spells, All ore likewise forbidden to use edged and/or
pointed weapons which shed blood. All clerics hove their own spelts,
bestowed upon them by their deity for correct ond ditigent prayers ond
A study of the spells usable by clerics (see CHARACTER SPELLS) will con-
vey the main purpose of the cleric That is. the cleric serves to foriify, pro-
tec*, and revitalize, The cleric also has a limited number of attack spells,
some of which are simply the reverse form of curative incantations. Note
that all spells must be spoken or read aloud. In addition, the cleric hos the
ability lo wear armor, carry effective weaponry, and engage in
hand-to-hand (melee) combat with a reasonable chance of success.
Anolher important attribute of the clerk is the ability to turn away (or
actually command into service) the undeod ond less powerful demons and
devi/s.
The undead ore: ghosts, ghosts, ghouls, liches, mummies, shadows,
skeletons, spectres, wights, wraiths, vampires, and zombies. These
creatures, os well as demons and devils, are detailed in ADVANCED
DUNGEONS 1 DRAGONS, MONSTER MANUAL. The matrix showing what
effect clerics of various levels hove upon such creatures is for use by the
Dungeon Master only. As a rule of thumb, a cleric is effective against any
undeod monster whose hit dice ore not greater than those of the cleric.
Only high level clerics have any hope of driving away or influencing
demons or devils.
nally have clencism as their sole class; thus they are
limited advancement in level.
Only humans will no
the only clerics with i
Clerks hove nearly as good a prospect of success in melee combat os
fighters (the best in such situations), They move upwards in combat ability
in steps consisting of rhree ability levels. Similarly, rhey make saving
throws (q.v. ) against magical and poison attacks in like steps.
Clerics can employ a fair number of magic items including most potions;
clerical and "protection" scrolls; most rings; some wands, rods, and
stoves; many other magical items; and all of the non-edged, non-pointed
magical weaponry. As they are able to wear armor, clerics con employ oil
forms of magic armor and magic shields, too.
When a cleric achieves 8th level {Patriarch or Moiriorch) he or she
automatically attracts followers if the cleric establishes o place of worship
— a building of not less than 2,000 square feet in floor area with on altar,
shrine, chapel, etc. These followers are fanaiically loyal and serve without
pay so long as the cleric does not change deities and/or alignment. These
followers number between 20 and 200 (2dl0\ totaled, and multiplied by
10), m addition, there will be followers who are men-of-orms (q.v,), ond
your referee will relay the lypes and numbers at the appropriate lime.
Upon reaching 9th level (High Priest or High Priestess), the cleric hos the
option of constructing a religious stronghold. This fortified place must
contain a large temple, cathedral, or church of not less lhan 2500 square
feel oil the ground floor. It can be o castle, a monastery, an abbey or the
like. It must be dedicated to the cleric's deity (or deities). The cost of
construction will be onty one-half the usual for such a place because of
religious help. If the cleric then clears the surrounding ierriiory and
humans dwell in this area, there will be a monlhly revenue of 9 silver
pieces per inhabitant from trade, taxation, and tithes.
Dice for
Experience
Exper lenci
i Accumulated
1 Level
Level
Hit Polnti
Title
0—1,500
1
1
Acolyte
2
2
stss
3
3
6,001—13,000
4
4
Curate
13,001—27,500
5
5
27,501—55,000
6
6
Canon
55,001—110,000
7
7
Lama
110,001—225,000
1
e
Patriarch
225,001^450,000
9
9
High Priest
450,001—675,000
10
9 + 2
High Priest (10th level )
675,001 — 900,000
11
9 + 4
High Priest (11th level)
225,000 experience paints per level for each additional level beyond the
11th.
Clerics gain 2 h,p. per level after the 9th,
SPELLS US
ABLE
BY CLASS M
LEV EL CLERICS
Cleric
Spell Level
Level
1
2
4 5
i
7
1
i
4
3
2
5
3
3
1
6
3
3
2
7
3
3
2
1
9
10
4
4
3
3 2
n
5
4
4
3 2
i*
12
6
5
5
3 2
2
13
6
6
4 2
9
9
9
9
9
6 3
23
9
9
9
9
9
7 3
24
9
9
9
9
9
8 3
9
9
9
9
9
8 4
*Usable only by clerics of 17 or greater wisdom
**U*able only by clerics of 18 or greater wisdom
Ths Druid
The druid is a sub-class of clerics. They ore the only absolute neutrals (see
ALIGNMENT), viewing good and evil, tow ond chaos, as balancing forces
of nature which ore necessary for the continuation of all things. As priests
of nature, they must have o minimum wisdom of 12 and a charisma of 15;
Soih of these major attributes must exceed 15 if a druid is to gain a 10%
bonus io earned experience.
It will be noted In
ana ine o
>le by druids ore more attuned io nature
s of other defies or magic-users.
CHARACTER CLASSES (DRUID)
CHARACTER CLASSES (DRUID*
Nonetheless, druids servo ro strengthen, protect ond revitalize as the
usual cleric does. The more powerful druidic spelts, as well as their wider
range of weaponry, moke up for the fact that druids are unable to use any
armor or shields other than leather armor and wooden shields (metallic
armor spoils their magical powers). They must speak or read spells aloud.
Due to their involvemeni with living, growing things, druids have no
power to turn or control undead, demons, or devils.
Druids can be visualized as medieval cousins of what the ancient Celtic
seel of Druids would have become had it survived the Roman conquest.
They hold trees (particularly oak and ash), the sun, and the moon as
deities. Mistletoe is the holy symbol of druids, and it gives power to their
spells. They have an obligation to protect trees and wild plants, crops, and
to a lesser extent, their human followers and animals. Thus, druids will
never destroy woodlands or crops no matter what the circumstances. Even
though a woods, for example, were evilly hostile, druids would not destroy
it, although nothing would prevent them from changing the nature of the
place if the desire and wherewithal existed, in similar fashion, they avoid
sloying wild animals or even domestic ones except as necessary for self-
preservation and sustenance.
If druids observe any creature destroying their charges, the druids are
unlikely to risk their lives to prevent the destruction, Rather, if is probable
that Ihe druids will seek retribution and revenge at a later date as
opportunity presents itself.
In connection with their nature worship, druids have certain innate powers
which are gained at higher level Al 3rd level (Initiate of the Ut Circle), a
druid gains the following abilities:
1, Identification of plant type
2. Identification of animal type
3. Identification of pure water
4, Power to pass through overgrown areas (undergrowth of
tangled thorns, briar patches, etc) without leaving a
discernible trail and at normal movement rate (q.v.)
At 7th level {Initiate of the 5th Circle), the following additional powers ore
gained:
L Immunity from chorm spells cost by any creature basically
associated with the woodlands, i.e. dryads, nixies, sylphs, etc.
2. Ability to change form up to three limes per day, actually
becoming, in all respects save the mind, a reptile, bird or
A. Each type of creature form can be assumed but once
per day.
6, The size of creature form assumed can vary from as
smatl as a bullfrog, blue jay, or bat to as large as a large
snake, an eagle, or a black bear (about double the
weight of the druid),
C. Each assumption of a new form removes from KWa to
60% (d6, multiply by 10) of the hit points of damage, if
any, the druid has sustained prior to changing form.
Druids have their own secret language, and all speak it in addition to their
other tongues (alignment, common, and others known). Upon becoming a
3rd level druid (Initiate of the 1st Circle), and with each level increase
thereafter, a druid gains a language of his choice; centaur, dryad, elvish,
faun, gnome, green dragon, hill giant, lizardman, monticore, nixie, pixie,
sprile, freantish.
In melee combat, druids fight as clerics, but they do suffer somewhat from
their inability to wear protective armor of metal They likewise make
sawng throws (q.v.) as clerics, but against fire and tighming (electrical)
attacks they gel a bonus of + 2 on their dice rolls.
Druids can use those magic items not otherwise proscribed which are for
all classes and those for regular clerics which are not written, i.e. books
and scrolls.
At the upper levels there are only a limited number of characters. At 12th
level (Druid) there can be but nine of these nature priests. Each such 12th
level druid is the leader of a body of lesser druids and will have an
entourage of three of their underlings, i.e. the lowest (in experience)
Druid (12th level) will have three Aspirants (1st level) to serve him or her,
while the highest {in experience) will have three initiates of the 7th Circle
(9th level). Initiates of the 8th and 9th Circle* ore under direct supervision
of the three Archdruids and The Great Druid respectively.
Above all other druids is a lone figure. The Greal Druid. The supreme druid
is always attended by nine initiates of the 9th Circle.
(Note: It is possible that other henchmen and hirelings, as well as
worshippers, will be found with any particular druid. All servitors of upper-
level druids ore faithful protectors, They are not otherwise considered
henchmen (q.v.) perse. )
At such time os a druid class player character attains experience points
suffkieni lo advance him or her to Druid (12th level), the corresponding
powers ore gained only;
1 If there are currently fewer than nine other characters of Druid
level, or
2. The player character bests one of the nine Druid level
characters in spell or hand-to-hand combat. If the combat is
no* mortal, the losing combatant drops Ihe exact number of
experience points necessary to place him or her in the
beginning of the next lower level.
If the player character succeeds, he or she becomes a Druid, with full
powers, and the former Druid (assuming case 2, above) becomes an
Initiate of the 9th Circle. If the player character loses, he or she remains at
lower level and actually has fewer experience points in the bargain.
This process is repealed with respect to a Druid becoming an Archdruid
and for an Archdruid becoming ihe Great Druid. Multiple attempts to move
upwards are possible os long as the character survives.
Df^LflOS (CLERICS) TA.ELE 1.
8-Sided
Dice for
Experience
Accumulated
Experience Points
Level
HH Paints
Level Title
0 — 2,000
1
1
Aspirant
2,001 —4,000
2
2
Ovale
4,001 —7,500
3
3
Initiate nf the 1 si Circle
7,501 — 12,500
4
4
Initiate of ihe 2nd Circle
12,501 —20,000
5
5
Initiate of ihe 3rd Circle
20,001 — as,ooo
6
initiate of the 4ih Circle
35,001 —60,000
7
7
Initiate of the 5ih Circle
60,001—90,000
B
8
Initiate of the 6ih Circle
90,001 — 125,000
9
9
Initiate of the 7ih Circle
125,001 —200.000
10
10
Initiate of the 8th Circle
200,001—300.000
11
11
Initiate of the 9th Circle
300,001 —750,000
12
Druid
750,001 — 1,500,000
is
13
Archdruid
1,500,001
14
14
The Great Druid
SPELLS USABLE BY
CLASS A
ND
LEVEL — DRUIDS (CLERICS)
Druidic
Spell Level
Level 1
2
a
4
5 4 7
1 2
2 2
1
4 4
2
5 4
a
2
6 4
3
2
1
7 4
4
3
1
8 4
4
3
2
10 5
4
3
3
2
11 5
5
3
3
2 1
12 5
5
4
4
3 2 1
CHARACTER CLASSES (DRUID)
CHARACTER CLASSES (PALADIN}
Druids os o class do not dwell permanently in castles, or even in citfes or
towns. All druids prefer To live in sacred groves, dwelling in sod, log, or
stone buildings of smallish size. When attaining levels above The 1 1th,
characters wilt generally inhabit building complexes set In woodlands and
similar natural surroundings.
Th.R 9 ht#f
The principal attribute of o fighter ts strength. To become o fighter, a
character must hove a minimum strength of 9 and a constitution of 7 or
greater. A good dexterity rating is also highly desirable. If a fighter has
strength above 15, he or she adds T0% to experience points awarded by
the Dungeon Master. Also, high strengih gives the fighter a better chance
To hii an opponent and causes on increased amount of damage.
Fighters hove o ten -sided die (dlO) for determination of their hit points per
level, No other class of character (save the paladin and ranger (qq.v,) sub-
classes of fighters) is so strong in this regard. Fighters are the strongest of
characters in regards to sheer physical strength, and they are the best at
hand-to-hand combat. Any sort of armor or weapon is usable by fighters.
Fighters may be of any alignment — good or evil, lawful or chaotic, or
neutral*
Although fighters do not hove magic spells to use, their ormor and
weapons can compensate. They have ihe most advantageous combat
table and generally have good saving throw (q.v.) possibilities as well
Fighters can employ many magical items, including potions; "protection"
scrolls; many rings; a few wands; one rod; many other magic items; and
alt forms of armor, shields and weapons.
When a fighter attains 9th level (Lord), he or she may opt to establish a
freeho/d. This is done by building some type of castle and clearing the
area in a radius of 20 to 50 miles around the stronghold, making it free
from all sorts of hosiile creatures. Whenever such a freehold is established
and cleared, the fighter will:
1 . Automatically attract a body of men-at-arms led by an above-
average fighter. These men will serve as mercenaries so long
as the fighter maintains his or her freehold and pays the men-
at-arms; and
2. Colled a monthly revenue of 7 silver pieces for each and
every inhabitant of the freehold due to trade, tariffs, and
taxes.
FIGHTERS TABLE
10-Slded
Dke for
Experience
E xperfence
Accumulated
Level
Point*
Level
HrtPotnti
VtHm
a— 2,000
1
1
Veteran
2.001^1,000
2
2
Warrior
4,001—8,000
3
Swordsman
8,001— 18,000
4
4
Hero
18,001—35,000
5
5
Swashbuckler
35,001— 70,000
6
6
Myrmidon
70,001—125,000
7
7
Champion
125,001—250,000
a
e
Superhero
250,001—500,000
9
9
Lord
500,001—750,000
10
9+3
Lord [10th Level)
750,001—1,000,000
ii
9+6
Lard { Uth Level)
250,000 experience points per level for each additional level beyond the
Uth.
Fighters gain 3 h-p, per level after the 9th.
The Paladin
A paladin character is a fighter sub-class, but unlike normal fighters, all
paladins must begin as lawful good in alignment (q.v.) and always remain
lawful good or absolutely lose all of the special powers which are given to
them. They have both fighting abilities and limited spell powers (at high
level). To become a paladin a character must be human, have o strength
of not less lhan 12, a minimum intelligence of 9, o wisdom of 13 or more, o
minimum constitution of 9, and not less than 17 charisma, tf a paladin has
both srrengfh and wisdom in excess of 15, he or she gains the benefit of
adding 10% to the experience points awarded by the Dungeon Master.
Law and good deeds ore the meal and drink of paladins. If they ever
knowingly perform an act which is chaotic in nature, they must seek a high
level (7th or above) cleric of lawful good alignment, confess their sin, and
do penance as prescribed by the clerk. If a paladin should ever knowingly
and willingly perform an evil act, he or she loses ihe status of paladinhood
immediately and irrevocably. AH benefits are then lost, and no deed or
magic can restore the character to paladinhood; he or she is everafter a
fighter
The benefits of a paladin ore:
1. Detect evil at up to 60' distance, as often as desired, but only
when the paladin is concentrating on determining the
presence of evil and seeking to detect it in the right general
direction.
2. AAake all saving throws (q.v.) at +2 on the dice.
3. Immunity to all forms of disease.
4. The ability to "lay on hands", either on others, or on his or her
own person, to cure wounds; this heals 2 hit points of damage
per level of experience the palodin has attained, but laying on
hands can be performed but once per day.
5. The ability to cure disease of any sort; this con be done once
per week for each five levels of experience the paladin has
attained, i.e. at levels t through 5 one disease per week, at
levels 6 ihrough 10 two diseases, at levels 11 through 15 three
diseases, etc.
6. The continuing emanation of a protection from evil (see
CHARACTER SPELLS) in a 1" radius round the paladin,
Furthermore:
7. At 3rd level, ihe paladin gains the power ro affect undeod and
devils and demons as if he or she were a 1st level cleric, and
this power goes upwards with each level of experience the
palodin gains, so at 4th level the effect is that of a 2nd [eve I
cleric, at 5lh il is thai of a 3rd level cleric, etc. (See The C/er/c
above.)
8. At 4th level — or at any time thereafter — the paladin may
call for his warhorse; this creature is an intelligent heavy
war horse, with 5 +5 hit dice (5d8 plus 5 hit points), AC 5, and
the speed of a medium warhorse (18"); it will magically
appear, bui only one such animal is available every ten years,
so that if the first is lost the paladin must wait until the end of
the period for another
9. If a paladin hos o "Holy Sword" (a special Mogic Sword which
your referee Is aware of and will explain lo yau if the need
arises), he or she projects a circle of power 1" in diameter
when the Holy Sword is unsheathed and held; and this power
dispels magic (see CHARACTER SPELLS, drspef magic } at the
level of magic use equal to the experience level of the
paladin.
10. At 9th level (ihrough 20th level) of experience, paladins gain
the ability to employ cleric spe^s (q.v ). They may never use
scrolls of spells, however, except those normally usable by
fighters.
The following striciures opply lo paladins:
1. They may never retain more than ten magic items; these may
never exceed:
armor, 1 (suit)
shield, 1
weapons*, A
any other magic items, 4
*these include daggers, swords, etc.; and such items as magic
bows and magic arrows ore considered os but 1 weapon
22
CHARACTER ClASSES (PALADIN}
CHARACTER CLASSES {RANGER}
2. They will never retain wealth, keeping only sufficient
treasures to support themselves in o modest manner, pay
henchmen, men-at-arms, and servitors, and to construct or
maintain o imall castle. (Your DM will give deiaits of this as
necessary.) Excess is given away, as is the tithe (see 3. below).
3. An immediate tithe (10%) of all income — be it treasure,
wages, or whatever — must be given to whatever charitable
religious msfitutron (nor a clerical player character) of lawful
good alignment the paladin selects.
4. Paladins will have henchmen of lawful good alignment and
none other; they will associate only with characters and
creatures of good alignment; paladins can join a company of
adventurers which contains non-evil neutrals only on a single-
expedition basis, and only if some end which will further the
cause of lawful good is purposed
5. If possible, poladins will toke service or form an alliance with
lawful good characters, whether players or not, who are
clerics or fighters (of noble status)*
Paladins do not attract a body of men-at-arms to service as do regular
ffghten.
PALADINS (FIGHTERS) TABLE I.
1
Die* for
Accumulated
Hit Point!
Experience
Points level
0—2,750 1
2,751—5,500
5.501—12.000
12,001—24,000 4 4
24.001—45,000 5 5
45,001—95,000 6 6
95,001—175,000 7 7
175.001^350,000 8 8
700,001—1,050,000 10 9 + 3
1,050,001—1,400,000 It 9 + 6
Title
Gallant
Defender
Warder
Guardian
Chevalier
Paladin [10th level)
Paladin (11th level, etc.)
350,000 experience points per level for each additional level above the
iith.
Paladins gain 3 h.p. per level after the 9th.
SPELLS USABLE BY CLASS AND LEVEL — PALADINS
Unlike alher fighter-types, rangers hove eight-sided hit dice (d8) but at
first level they get two, rather than but one, hit dice. It should also be noted
that rangers got 11 hit dice rather than the 9 of other fighier-types. In
addition lo considerable prowess os fighters, ranger* have druidic and
magical spell capabilities when they attain high level,- thus, they are very
formidable opponents, for they hgve other abilities and benefits as well:
1-
3.
4,
When fighting hu monoid- type crealures of the "giant class",
listed hereafter, rangers add ) hit paint far each level of
experience they have attained to the points of damage scored
when they hit in melee combat. Giant class creatures are:
bugbeors, ettins, giants, gnolls, goblins, hobgoblins, kobolds,
ogres, ogre magi, ores, and trolls. Example: a 5th level ranger
hits a bugbeor in melee combat, and the damage done to the
opponent will be according to the ranger's weapon rype,
modified by strength, and +5 (for his or her experience level)
because the opponent is a bugbear — a "giant class"
humanoid.
Rangers surprise (q.v.) opponents 50% of the time (do. score
1 through 3} and are themselves surprised only of the
time (d6 f score 1).
Tracking is possible both outdoors and underground in
dungeons and like settings:
a. Underground the ranger must have observed the
creature to be tracked within 3 turns (30 minutes) of the
commencement of tracking, and the ranger must begin
tracking at o place where the creature was observed:
I J Willi ;j
Creature's Acfion Chance to Track
going along normal passage or room 65%
passes through normal door or uses stairs 55%
goes through a I rap door 45%
goes up or down a chimney or through
concealed door 35%
posses through a secret door 25%
b. Outdoors there is □ base 90% chance of a ranger being
able to follow a creature, modified as follows:
— for each creature above 1 in the parly
being tracked +02%
— for every 74 hours which have elapsed
be twee n making the rrock o nd track ing - 1 0%
— for each hour of precipitation -25%
At 8th level, rangers gain limited druidic spell ability, and
additional spells are added through 17th level.
Paladin
Level
9
10
12
13
14
15
16
17
16
19
20'
Clerical
2
Level
%
7.
At 9th level rangers gain limited magic-user spell ability, as
with druidic spell ability. Rangers cannot read druid or magic-
user spells from magic scrolls in ony event.
At 10th level {Ranger Lord), rangers are able to employ all
non-written magic items which pertain to dairaudience,
clairvoyance, ESP r and telepathy.
Also at 10th level, each ranger attracts a body of 2-24
followers. Note that these henchmen once lost, can never be
replaced, although mercenaries can be hired, of course. These
followers are determined by the DM who then informs the
ranger.
* Maximum spell ability
Tlie
Rangers are a sub-class of fighter who are odept ai woodcraft, tracking,
scouting, and infiltration and spying. All rangers must be of good
alignment (q.v.), although they can be lawful, chaotic, or neutral
otherwise. A ranger must have strength of not less than 13, intelligence of
not less thon 13, wisdom of not less than 14, and a 14 or greater
constitution. If the ranger has ability scores of greater than 15 in strength,
intelligence and wisdom, he or she gains the benefit of adding 10% to
experience points awarded by the referee.
The following restrictions and strictures apply to rangers:
1. Any change to non-good alignment immediately strips the
ranger of all benefits, and the character becomes a fighter,
with eight-sided hit dice, everafter, and can never regain
ranger status.
2. Rangers may not hire men-at-arms, servants, aides, or
henchmen until they attain 8th or higher level.
3. No more than three rangers may ever operate together at any
time
24
CHARACTER CLASSES (RANGER)
CHARACTER CLASSES (MA GfC- USES)
A. Rangers may own only those goods and treasure which they
can carry on their person and/or place upon their mount; all
excess must be donated to a wonhy communal or institutional
cause (but never to another player choracier), (cf. Paladin
above,}
Although rangers do not attract a body of mercenaries la serve ihem
when, and if, rongers construct strongholds, they conform to the fighter
class in other respects.
The Mag renter
ft is absolutely essential to have high intelligence for a character who is o
magic-user — especially if a broad selection of spells js to be had, as well
as ihe use of the highest level spells, A magic-user must have an
intelligence of no less than 9 and a minimum dexterity of 6. For details of
the effects of intelligence on spell use, see CHARACTER ABILITIES. A
mag k- user with intelligence of 16 or more also gains the benefit of adding
10% to experience points awarded to him or her by the Dungeon Master,
RANGERS (FIGHTERS) TABLE I.
Expert
0
2,251
4.50
ExpeHen
Point* Level
2,250 1
4,500 2
10,001 —20,000
20,001 — 40,000
40,001 — 90,000
90,001 — 150,000
150,001 -225,000
225 001 — 325 000
325,001 — 650,000
650.001 _ 975,000
975,001 — 1 ,300,000
4
5
6
7
8
Dree for
Accumulated
Hit Points Level Title
2 Runner
3 Strider
Scout
11
12
5
6
7
e
9
Courser
Tracker
Guide
Pathfinder
Ranger
1 1 Ranger Lord
11+2 Ranger Lord (11th level)
11 + 4 Ranger Lord (12th level)
325,000 experience points per level for each additional level above ihe
12th,
Rangers gain 2 hup. per level after the tOttv
SPELLS USABLE BY C LASS AN D LEVEL — RANGERS (FIGHTERS)
I level
Level
8
10
Mogk-Uier**
1 2
11
12
13
14
2
2 1
2 \
2 2
2
17*
2
2
2 1
2 1
2 *
2 2
•maximum spell ability
**The ranger must check as to which spells he or she can learn, just as If he
or she were a magic-user.
FIGHTERS', PALADINS', ft RANGERS' ATTACKS
PER MELEE ROUND TABLE
Level
Fighter 1-6
Paladin 1-6
Ranger 1-7
Fighter 7-1 2
Paladin 7-12
Ranger 8-1 A
Fighter 13&up
Paladin 13&up
Ranger 1 5 & up
AMocki par
Molee Round*
1/1 round
1/1 round
1/1 round
3/2 rounds
3/2 rounds
3/2 rounds
2/1 round
2/1 round
•With any trusting or striking weapon
Note: This excludes melee combal wilh monsters (q,v.) of less man one
hit die (d8) and nan-exceptional (0 level) humons and
semi-humans, i.e. all creatures with less than one eight-sided hit
die. AM of these creatures entitle a fighter to attack once for each
of his or her experience levels (See COMBAT).
Magic- users draw upon arcane powers in order to exercise their
profession. While ihey have mighty spells of offensive, defensive, and
informational nature, magic-users are very weak in combat. They have but
four-sided dice (d4) to determine how many hit paints of damage they can
withstand, and magic-users have the least favorable table and progression
os regards missile and melee combat. Furthermore, they can wear no
armor and have few weapons they can use, for martial training is so
foreign lo magic-use as lo make the two almosj mutually exclusive. Magic-
users can be of any a/rgnmenf (explained hereafter).
When a magic-user begins his or her profession, the character is usually
assumed to possess a strange lome in which he or she has scribed the
formulae for some of the spells known to the character. This speff boo k,
and each book later added [as ihe magic-user advances in levels of
ability , o book of spells for each higher level of spells which became
usable will hove to hove been prepared through study and research}, must
be maintained by the mcgic-user, He or she must memorize and prepare
For the use of each spell, and its casting makes ii necessary to reabsorb ihe
incantation by consul ling ihe proper book of spells before it can again be
cast. (See CHARACTER SPELLS for more details ) As with all other types of
spells, those of magic-users must be spoken or read aloud.
There ore many powerful items of magic which only this class of character
con employ. Most magic scrolls, wands, staves, and many of the
miscellaneous items of magic ore usable only by this class. Thus, while
magic- users ore not strong in combot with weapons, they are possibly the
most fearsome of all character classes when high levels of ability are
finally attained. Survival to thai point can be a problem, however, as low-
level magic-users are quite weak.
When a magic-user aitains 1 1 rh level (Wizard) or higher, he or she may
enchant items or scribe mogic scrolls, This process requires the undivided
atlention of the magic-user for quite long periods of lime — weeks to
months — and it is also costly. As the Dungeon Master is carefully
insiructed to keep exact record of game lime speni in such activity, the
magic-user will effectively remove himself or herself from a number of
adventures while enchanting items or inscribing scrolls of magic spells. As
mis relative Inactivity means thai ihe choracier will not get experience
points and treasure (monetary or magical) gained from adventures which
take ploce during the inaclive period, it is not usual for a Wizard to
manufacture many items or scrolls. However, as occasional enchantment
of items or penning of magic scrolls will take place, your referee hos
complete information on the process, including probabilities, time
required, materials needed, and costs.
It is passible for a mogk-user of 12 th or higher level to construct a
stronghold and clear ihe countryside in a 10 or 20 mile radius of all
monsiers, thus ruling an area much as a noble, ff this is accomplished, a
revenue of 5 silver pieces per inhabitant per monlh is generated in ihe
terriiory ruled.
Experlenc
4-$fded
Dice for
► Accumulated
Experience Points
Level
Hit Point!
U vet Title
0—2,500
1
Prestidigitator
2,501—5,000
2
cvoker
10,001 —22,500
A
4
Theurgist
22,501 — 40,000
5
5
Thaumaturgist
40,001 —60,000
6
6
Magician
60,001—90,000
7
7
Enchanter
90,001—135,000
8
8
Warlock
250,001—375,000
10
10
roocrom an cer
75o!o01— ^25^0M
H
12
11
11 + 1
wizard
Wizard (12th level)
25
CHARACTER CLASSES (MAG fC- USER)
CHARACTER CLASSES (THIEF)
1 , 1 JlJ.Vv I
13
11 4-? Wi?nrd fl 3th [bva|\
i mi
1 4
11+1 Wixnrd M 4lh level I
1 ^
114-4 U/J 7 nrH M IauaI 1
10
11-4-5 WJTard M Ath level
Or MoQe)
2,625,001
— 3,000,000
17
1 1 +6 Wizard (17th level)
3,000.001
— 3,375,000
11+7 Wizard [18th level
or Arch-Mage)
375,000 experience points per level for each additional level beyond the
18th.
Magic-Users gain t h.p. per level after the 1 1 th-
SPELLS USABLE IV CLASS AND LEVEL — MAGIC- USERS
miscellaneous magic hems usable by every class of
characters, crystal balls (but not with any added powers), all
robes (excluding robe of the arch-magi), and books and
similar written works readable by magic-users
artifacts which are not proscribed items with respect to
illusionists (such as armor, swords, axes, etc.)
magic daggers
Illusionists are capable of manufacturing those magical items which create
or sustain illusion. They may do so ai 10th level {Illusionist) and above; this
is done in much the same manner in which regular magic-users create
magic items.
Magk-Uiert Spell Level
3 4 5 6 7
ILLUSIONISTS
TABLE I.
29
The Illusionist
6 6 6 6
7 7 7 6
Illusionists form a sub-class of magic-users, and in most respects they
conform to the characteristics of the Jaiter. To be an Illusionist, a character
must have a minimum intelligence of 15 and a minimum dexterity of 16 (a
high manual dexterity is required in casting of the spells used by this
class). An important difference between illusionists and magic-users is
that the farmer do not gain any experience bonus for having high scores m
their required abilities of intelligence and dexterity.
While being equal, or even slightly inferior, to normal magic-users in most
respects, illusionists have different and highly effective spells to employ. A
perusal of the number and types of spells usable by Illusionists [see
CHARACTER SPELLS) will reveal that they are at least as powerful as
normal magic-users and possibly slightly more potent at very high levels.
The power of illusionists due to their spells is offset, however, by the
limitations placed upon the magic items ihey can use. The magical items
usable by illusionist class characters are enumerated below:
— all potions not restricted to fighters only
— illusionist scrolls and magic-user scrolls which contain spells
usable by illusionists
— all rings
— fod of cancellation, staff of striking, and wands of enemy
detection, fear. Illusion, magic detection, melal & mineral
delect ion, secret door & trap detection, wonder
Dice for
0—2,250
2,251^4,500
o'oOT— 18,000
18,001—35,000
35,001^0,000
60,001—95,000
95,001—^45,000
145,001—220,000
220,001 -^140,000
440,001^60,000
660,001—830,000
4
5
6
7
a
10
n
12
Hit Po lifts
1
4
5
6
7
Title
Prestidigitoior
imor Trickster
Moster Trickster
Cabal 1st
Visionlst
Phaniosmisi
10 Illusionist
10+1 Illusionist (11th level)
10+2 Illusionist (12th level)
220,000 experience points per level of experience beyond the T2th,
Illusionists gain \ h.p. per level ofter the ^Olh.
SPELLS USABLE BY CLASS AND LEVEL - ILLUSIONISTS (MAGIC-USERS)
Level
1
1
1
*
4
3
2
5
4
2
1
6
4
3
1
7
A
3
2
3
3
2
3
1
:
10
5
4
3
2
1
1!
5
4
3
3
2
12
5
5
4
3
2
1
13
5
5
4
3
2
2
3
2
2
1
4
2
2
16
5
5
5
4
3
2
2
17
5
5
5
5
3
2
2
18
5
5
5
5
3
3
2
19
5
5
5
5
4
3
2
5
4
3
5
5
4
3
22
5
5
5
5
5
5
4
23
5
5
5
5
5
5
5
24
6
6
6
6
5
5
6
6
6
6
6
6
\
7
7
fi
The Thief
The profession of thief is not dishonorable, albeit is neither honorable nor
highly respected in some quarters. The major obl% for a thief is dexterity,
and a character musi hove not less than a 9 to become a thief High
intelligence is also desirable. Any thief character with a dexterity greater
26
CHARACTER CLASSES (THIEF)
CHARACTER CLASSES (THIEF)
than 15 gains the benefit of being able 10 odd a bonus of 10% to
experience points awarded to him or her by Ihe referee. A glance at the
CHARACTER ABILITY section preceding this will reveal that high dexterity
also benefits thieves in the performance of their class functions. These
functions are detailed a bit later.
All thieves are neutral or evil, although they can be neutral good ( rarely},
and of lawful or chaotic nature. Most thieves tend lowards evil.
Thieves are principally meant to take by cunning and stealth. Thieves hove
six-sided hit dice (do). They are ( however, able to wear light ( leather)
armor and use a fair number of weapons, Although they fight only slightly
more effectively than do magic-users, they are able to use stealth in
combat most effect* vely by back stabbing. This abiliiy is explained
The primary functions of a thief ore: 1 ) picking pockets, 2) opening locks,
3} ffnding/removmg rrops, 4) moving sttemly, and 5) hiding in shadows.
These functions are basically self-explanatory. The chance for success of
any performance is based on the ability level of the thief performing it,
This is modified with respect to picking pockets by ihe experience level of
his or her victim and by the powers of the observer with respect to hiding
in shadows.
These functions are detailed as follows:
1- Picking packets (or folds of a garment or a girdle) also
includes such activities as pilfering and filching small items, It
is done by light touch and sleight of hand.
2. Opening locks includes figuring out haw to open sliding
puzzle locks and foiling magical closures. It is done by picking
with tools and by cleverness, plus knowledge and study of
such items,
3. Finding/removing traps pertains to relatively small
mechanical devices such as poisoned needles, spring blades,
and the like. Finding is accomplished by inspection, and they
are nullified by mechanical removal or by being rendered
harmless.
4. Moving silently is the obHlty to move with little sound and
disturbance, even across a squeaky wooden floor, for
instance. It is an ability which improves with experience,
5. Hiding in shadows ft the ability to blend into dark areas, to
flaiten oneself, and by remaining motionless when In sight, to
remain unobserved. It is o function of dress and practice.
Secondary functions of a thief are: 1) listening at doors to detect sounds
behind ihem, 2) ascending and descending vertical surfaces such as walls,
and 3) back stabbing those who happen upon the thief in the performance
of his or her profession.
These functions are described as follows:
1 . Listening at doors include* like activity at other portals such as
windows. It is accomplished by moving silently to the door and
pressing an ear against it to detect sound.
2. Ascending and descending vertical surfaces is the ability of
the Thief to climb up and down walls. It assumes that the
surface is coarse and offers tedges and cracks for ioe and hand
holds.
3. Back stabbing is the striking of o blow from behind, be it with
club, dagger, or sword. The damage done per hit is iwice
normal for the weapon used per four experience levels of ihe
thief, i.e. double damage ot levels 1^4, triple at 5-8, quadruple
at levels 9-12, and quintuple at levels 13-16. Note thai striking
by surprise from behind also increases ihe hit probability by
20% { + 4 on the thief s "to hif die roil J,
Additional abilities which accrue to thieves are:
1 . All thi eves, regardless of alignment, ha ve the i r o wn la ng uage ,
the "Thieves' Cant". This language is known in oddlfion to
others which may be learned because of race and/or
2. Ai 4th level (Burglar}, thieves are able to read 20% of
languages, and this ability Increases by 5% with each
additional level of experience until an 80% probability is
attained. This enables the possible reading of instructions and
treasure maps without having to resort to a magic Item or
spell
3. At 10th Level (Master Thief), thieves ore able to decipher
magical writings and utilize scrolls of all sorts, excluding those
of clerical, but not druidlc, nature. However, the fact that
thieves do not fully comprehend magic means that there is a
25% chance that writings will be misunderstood. Furthermore,
magic spells from scrolls can be mispronounced when uttered,
so that there is an increasing chance per level of the spell that
it will be the reverse of its intent
These primary, secondary, and tertiary functions are displayed on a table
hereafter.
Thieves cannot build strongholds as some other classes of characters do
They can, however, buifd a tower or fortified building of the small castle
type (q,v.) for their own safety; but this construction must be within, or not
more than o mile distant from, a town or city.
Any thief character of 10th or greater level may use his small castle type
building to set up a headquarters for a gang of thieves, and he or she will
accordingly attract from 4-24 other thieves. However, this will bring the
enmity of the local Thieves Guild, and they will struggle to do away with
Ihe rival organization. Once begun, warfare will end only when and if ail
the Master Thieves on either or both sides ore dead, or if the thief
character removes to another I oca le.
THIEVES TABLE I
EJLpVTIWrK* rpllTTB
0—1,250 1
1,251— S
iio!ooi -
10,000
4
4
20,000
5
5
43,500
6
6
70,000
7
7
110,000
6
6
160,000
9
9
220,000
10
10
440,000
11
10 + 2
660,000
12
10+4
Dice for
Hit Paints Level Title
Rogue (Apprentice)
Footpad
utpurse
Robber
Burglar
Richer
Sharper
Magsman
Thief
Master Thief
220,000 experience points per level for each additional level beyond the
12th.
Thieves gain 2 h p. per level after the 10th,
27
CHARACTER CLASSES (THIEF)
THW FUNCTION TABU (PIUS RACIAL ADJUSTMENTS)
CHARACTER CLASSES (ASSASSIN
Charioeto
Level
Find/
of the
Open
Mow
Hid* In
Climb
Wmi
TttW
Pkk Fodtet*
Locki
Trap!
Silently
Shadow!
Walls
Languages
1
3094
25%
20%
15%
10%
^0%
85%
35%
29%
25%
21%
10%
86%
Halfling
HoJfOrc
Not#i Regarding Thf«f Function ToWe:
Percentf/e die© ore rolled to determine whether the thief is successful or
nor Any score equal to or less than ihe percentage shown for the
appropriate level of thief performing the designated function will indicate
success.
Picking Pockets fails if a score above ihe percentage shown for the level of
thief attempting the function is generated. If the score is 21% or more
above the number shown, the victim notices the thief's attempt. The
potential victim reduces the thief's chances for success by 5% for every
level of experience he or she is above the 3rd, I.*. -5% at 4th level, etc. For
example, a high level thief (Master Thief, 12ih level) is planning to pick
the packers of a magic- user he has noticed nearby, The base chance far
success is 100% r the thief is a half-elf and adds 10% for racial ability; the
thief also has 1 6 dexterity ability scare, so another 10% is added. This totals
a nice, safe 120% — can't fail! However, ihe victim happens to be 12th
level also, so the subtraction is 9 X -5% - -45%. This brings the chance for
success down to 75%. A good chance, but if 96% or higher is rolled, the
thief will be noticed, and . . . Success gains an item from the victim; the
irem is determined at random from a list of possessions unless the exacl
location of a particular item is known by the thief.
Openmg Locks may be attempted by any given thief but once per lock. If
ihe score generated exceeds the adjusted (for ability and race} base
score, the thief has failed; and no amount of trying will ever enable him or
her to succeed with that lock, although the thief may iry again when he or
she has risen to a higher level of experience. Success opens the lock,
Finding/Removing Traps is accomplished in exactly the same manner as
opening locks. Roll for each funciion separately (a trap must be located
before removal can be attempied). One try only per ihief is allowed.
Success deactivates the trap.
Moving Silently can be attempted each lime the thief moves. It con be
used to approach an area where some creature is expected, thus
increasing chances for surprise (q.v ( ), or to approach to back stab, or
simply done to pass some guard or watchman. Failure (a dice scafe in
excess of the adjusted base chance) means that movement was not si tent
(see SURPRISE) Success means movement was silent,
Hidmg in Shadows cannot be accomplished under direct observation- It
con be accomplished with respect to creaiures with fafrwfcfofl (q.v,) only
if some heal producing light source is near io the creature or to the thief
attempting to so hide. Success makes the thief virtually invisible until he or
she moves. Note that spells such as defect invisibility or true seeing will
reveal a thief hiding in shadows if such sight is directed towards him or
her.
Hearing Noise is simply listening intently. The thief and his or her
accomplices must themselves be quiel (but not silent as in moving). This
function can be repeated as often as desired. It requires a full minute to
listen, i.e. one-tenth of o normal turn, or time equal to a metee round.
Note thot sleeping creatures, undeod, and mony other creatures do not
make sounds discernible through a portal. Success informs ihe Hearer that
someone or something awaits beyond ihe portal.
Climbing Walls is attempted whenever needed and desired. It is assumed
that the ihief is successful until Ihe mid point of the climb. At thai paint the
dice are rolled to determine continued success. A score in excess of the
adjusted base chance indicates Ihe thief has slipped ond fallen, (Your
referee will inform you of what amount of domage has been done from
the foil.) Success indicates that safe ascent or descent has been
accomplished. Note thot in some cases a third d10 will have to be rolled to
determine the success or failure.
fieoding languages con be attempted but once. Failure — a score greater
than ihe percentage chance shown for the experience level of the thief —
means that ihe language is not understood and no amount of reading will
make it comprehensible. However, the thief can iry again with each new
experience level he or she gains.
The A net* in
Assassins are a sub-class of the thieves, ond they hove the functions of the
latter as well as their own. Thus, to be on assassin, a character must hove o
minimum strength of 13, an intelligence of M of more, and a dexferify
score of nai less than 1 2. Assassins do not gain any experience bonuses for
having high ability scores
Jusi as do thieves, ossossins have six-sided dice (do) for determining ihe
number of hit pomfs (q.v,} they can sustain. Assassins ore evil in alignment
(perforce, as the killing of humans and other intelligent life forms for the
purpose of profit is basically held io be the antithesis of weal). They can, of
course, be neutral as regards lawful ond chaotic evil. As mentioned above,
assassins have thieving capabilities and their own ability functions.
Because they can use any sort of shield and weapon, they are generally
superior to thieves in combat.
28
CHARACTER CLASSES (ASSASSW)
CHARACTER CLASSES (ASSASSIN)
An assossin choracter need not be a member of the Assassins Guild of the
town or city he or she dwells in, by! ail non-ptoyer assassin characters are
members of such guilds. There is one such guitd in most towns and cities,
and each control an area of from 10 to 100 miles radius around rhe
headquarters town or city. Any assassin discovered in o guild area who is
not a member of ihe local Assassins Guild will be invited To |oin r thus
coming under the authority and command of the Guildmaster Assassin,
The assassin character need not join, but he or she will be under sentence
of death if ihe character performs an assassination while not a guild
member. Further discussion of Assassins' Guilds Is given later.
The primary funciion of assossins <s killing They may use poison —
ingested or insinuated by weapon. Poison ingested must be put into the
food or drink, and the character performing this action must detail exactly
when, where, and how the poisoning will be done. The DM will then
adjudicate the action. Poisoned weapons (see POISON) used run the risk
of being noticed by others. All non-assassins within 10' of the bared
weapon have a 10% cumulative chance each per melee round (q,v,) of
noting the poison and attacking the poison-using assassin and/or colling
for the city watch. (There is a 20% chance for attacking ihe assassin, a 50%
chance for colling for rhe watch, and a 30% chance for shouting for the
watch and then attacking the assassin.)
Example: An assassin draws a dagger with a poisoned blade. The first
melee round it con be seen by two persons. The percentile dice are rolled
for each, but unless 10 or tess is rolled, they do not noiice the venom. The
next melee round the two first seeing the weapon have a 20% chance of
noticing rhe poison, ond any others seeing if for the first time have but a
10% chance. If any onlooker does see the poison, percentile dice are
rolled: o score of 01 to 20 indicates attack, 21 to 70 indicates a hue and cry
Assassins attack on the same combat tables as thieves do, including bock
stabbing. However, if they surprise (q.v,) a victim, they may attack on the
ASSASSINATION TABIL This gives o roughly 50% chance of immediately
killing rhe vlciim; and if this foils, normal damage according to weapon
type and strengih ability modifiers still accrues to the victim. Thus, if a
poisoned weapon is used, the victim must also make the saving throw
versus poison or die. The assassin decides which attack mode he or she
will use: assassination, back stabbing, or normal melee combat.
Primary abilities of assassins which enhance their function ore those of
being able to speak affgnmenf languages and being able to drsgwse, as
follows:
1 Assassins with intelligence of 15 or more ore able to learn an
alignment tongue ( even those special languages of druids ond
thieves]. This ability is gained at 9th level (Assassin) and
with each advance in experience level thereafter. The
maximum number of alignment languages which can be
spoken by an assassin is four — one for each point of
intelligence above 1 4, i.e. one at 1 5, two at 1 6, three at 17, and
four ol 18 inlelfigence. Note: An assassin would have to be of
12th level (Chief Assassin) and have 1 B intelligence to be able
1o speak four alignment languages. The assassin may select
from the fallowing languages:
CHAOTIC EVIL NEUTRAL EVIL
CHAOTIC GOOD NEUTRAL GOOD
CHAOTIC NEUTRALfTY NEUTRALITY
LAWFUL EW DRUIDIC
LAWFUL GOOD THIEVES' CANT
LAWFUL NEUTRALITY
2, Disguise can be donned In order to gain the opportunity to
poison or surprise a victim — or for other reasons. The assassin
con disguise himself or herself so as to appear to be a human,
semi-human, or humanoid creature of either sex. Disguise can
lower height by two or three mches, or raise it by up to four or
five inches. It can make the assassin look slimmer or appear
much heavier. Disguise can make the assassin appear to be
virtually any cfass of character, a simple pilgrim, a merchant,
etc. There is a chance, however, that the victim, or one of his
or her henchmen or guards, will notice the disguise. There is a
base chance of 2% per doy of o disguised assassin being
spotted. This chance goes upwards by 2% if the assassin is
posing as another class, another race, and/or the opposite sex
(maximum of S% chance). Each concerned party (victim,
henchmen, bodyguards) in proximity to the assassin will be
checked f of. immediately upon meeting the disguised assassin
ond each 24 hour period thereafter. The chance for spotting a
disguised assassin goes downward by )% for each point below
24 of combined intelligence and wisdom of the observer
concerned, i.e. a victim with an intelligence and wisdom
combined total of 20 has reduced his or her chances of
spotting the disguised assassin by 4%. The reverse is also true;
intelligence and wisdom above a combined total of 30
increase the chance of detection by 1% per point. Nate: True
seeing or a wond of enemy detection will discover an
assassin, os will defect evil, or knowa/ignment in some cases.
The secondary function of the assassin is spying. This mission con be
coupled with the stealing of some item.
Tertiary functions of assassins are the same as thieves. They have all
abilities and functions of thieves; bui, except for back stabbing, assassins
perform thieving at two levels betow their assassin level, i.e. a 3rd level
assassin has the thieving abilities of a 1st level thief, a 4th level assassin
the abilities of o 2nd level thief, m.
Performing an assassination will gain experience points for the character
— awarded for both the fee paid and rhe level of the victim. These awards
are determined by the referee on the basis of a formula given in
ADVANCED DUNGEONS 1 DRAGONS, DUNGEON MASTERS GUIDE
Typical fees paid (in gold pieces) for assassination are:
10
11
12
13
of Victim
5-6
200
250
300
450
700
1000
u
7?
10 12
13-15
14 +
250
300
350
400
500
600
900
750
1000
1100
1300
1500
1300
1600
2000
2500
2500
3500
4500
1200
2400
3600
1700
3500
5100
2500
5000
7500
3500
7000
11000
7000
10000
15
6000
9000
13000
19000
8000
12000
17500
25000
10000
15000
20000
32500
15000
20000
25000
40000
'Important, popular, and/or noble victims wilt be considered as being above their actual level with respect to tee For example, an elder of a town who is
generous and just (thus popular) might be only 4th /eve/, but tor purposes of payment for assassination the character would be considered at three times
actual level.
CHARACTER CLASSES (ASSASSIty
CHARACTER CLASSES {MONK}
An assassin character cannot have any hirelings until he or she attains 4th
level; at thai time lower level assassins may be taken into service. Upon
attaining 8th level, the character may also include thieves amongst his or
her hirelings Upon atlaining 12lh level, the character may hire any class
desired. Of course, only neutral or evil characters will serve an assassin.
The rotal number of henchmen is that dictoled by the character's charisma
score. "Followers" are also possible, but these come only al the two
uppermost levels of the assassin class.
In order for an assassin character to gain experience levels above the 1 3th
(Prime Assossin), he or she must have the requisite experience points and
then either ossossinole the locol Guildmoster Assossin [Ulh level) or
challenge him or her to a duel to the death. Likewise, o Uth level player
character assassin can journey to the place where ihe Grandfather of
Assassins (15th level) has his or her headquarters and slay him or her by
assassination or in a duel. Note that duplicity, trickery, ambush, and all
forms of treachery are considered as fair by assassins, A higher level
character can accept a challenge and then have the challenger slain by
archers, for instance.
AsGuildmasier (or Guild mis tress) Assassin, a character will have a body of
guild members which numbers between 7-28. Upon change of leadership
it is 75% likely that each guild member will leave the area. Thus, it will be
necessary for the new GuiEdmaster to allow new members into the guild.
These new assassins will all be 1st level and must be worked up Jn
experience levels. The maximum number of such "followers" of the local
guild will be set by your referee. They are in addition to normal
henchmen. Note that guild members ore loyal only to strength, power, and
profit.
The headquariers of a guild is always within a large town or big city, h
must not be a noticeable fortress or an ostentatious place. It is typically o
warehouse or other nondescript structure, with safeguards and traps
added. This avoids attention and unwanted notoriety, All expenses of
maintaining the guild and its members — excluding the Guitdmaster —
ore assumed to be fully paid for by normal guild activities. Any
improvements, changes, the expenses of the leader, and all other special
costs must be borne by the Guildmosier Assassin,
The headquarters of the Grondfother of Assassins con be virtuoMy
anywhere and of any form — cavern, castle, monastery, palace, temple,
you name It. However, if it is a large and obvious place, the headquarters
must be located well away from all communities — such as in the midst of
o murky woods, a dismal marsh or fen, a lonely moor, a deserted island, o
remote coast, or far into forsaken hills or atop a mountain. Upon otioining
the headship of all assassins, the new Grandfather or Grandmother must
pay all remaining followers of the former head 1000 gold pieces for each
of their experience levels, destroy the old headquarters, ond construct a
new one somewhere else.
ASSASSINS [THIEVES) TABLE
6 Sided
Dice for
Exper-
ience
Accumu-
lated
Experience Points
Level
KU Point!
Level THie ^^^^
0—1,500
1
1
Bravo (Apprentice)
1,501—3,000
2
2
Rutterkin
3.001—6,000
3
3
Woghaher
6,001—12,000
4
4
Murderer
12,001—25,000
5
5
Thug
25,001-50,000
6
6
Killer ^^^^^^
50,001—100.000
7
7
Cutthroat
100,001—200,000
B
8
Eitecuiioner
200,001^*00-000
9
9
Assassin
300 ,00 1— <25.000
10
10
Expert Assassin
425,001—575.000
11
1 1
Senior Assassin
575,001—750,000
12
12
Chief Assossin
750,001—1,000,000
13
13
Prime Assassin
1 ,000,001 — 1 ,500,000
14
14
Guitdmaster Assassin
1 ,500,001 and Over 1 5 15 Grandfather of Assassins
The monk is the mast unusual of oH characters, the hardest to qualify for,
and perhaps, the most deadly. Thai Ml why the class is given out of
alphabetical order or the end of the section pertaining 1o character classes.
To be a monk a character must have the following minimum ability scores:
strength 15, wisdom 15, dexterity 15, and constitution 11 . Monks never gain
any experience paints bonuses. Dexterity gives them no armor doss
od|usfment,
Monks ore monastic aesthetics who practice rigorous mental and physical
training and discipline in order ro become superior. Therefore They must
always be lawful in alignment, although they can be evil, good, or neutral
wilh respecl to their approach to lawfulness. A monk who for any reason
loses this lawful alignment loses all monk abilities and must begin again
as a first level character. Nan-player character monks will be aligned as
follows: 50% lawful goad, 35% lawful neutral, 15% lawful evil.
A brief study of CHARACTER CLASSES TABLES I and II will reveal that ihe
monk appears to be quite weak, even considering that at the topmost level
o monk can have 18, albeil four-sided, hit dice (an average of 45 hir points
without constitution score additions, if any} and has a good seleciion of
weapons to choose from. Monks have no spell ability, cannot wear armor
or use a shield, and not even flaming oil is usable by them. This seems to
make a weak character class indeed. Bui this impression is false, for monks
have their own special attack and defense capabilities, certain other
powers, and most of the abilities of the thief class ond some clerical-type
capabilities as well. 5a, whi le the class has drawbacks, it is very strong.
With respect ro combat, monks attack on the some table as thieves.
However, they odd one-half of a hit point per level of experience to the
amount of damage they score when they successfully attack an opponent
wilh a weapon This simulates their study ond knowledge of weapons ond
anatomy. A 1st level monk scores x + l A HP of damage, where x equals
(he damage done by the weapon used and HP equals the number of hit
poinis of damage. A 2nd level monk does x + I when he or she scores a
hit, a 3rd level x + 1 l h, ond so on oil the way to Grand Master of Flowers
who scores x + B'/s HP damage. Monks of median level and above
actually fight better wilhoul weapons, using iheir open hands, despite the
weapon domage bonus they receive.
Open hand combat damage is shown on MONKS TABLE II below, in
addition, the monk has a chance to stun, or even kill, an opponent. An
opponent is stunned by o monk for 1-6 (do) melee rounds if the score of
the monk's "to hit" die score exceeds the minimum number required for a
hit by 5 or more, i.e. if 15 is required, a score of 20 would indicole a stun,
The "to hit" scores rolled by Ihe monk are never modified by any sirength
ability bonuses. The chance to kill is a percentage which equals Ihe armor
class (AC) of the opponent, modified by ihe number of experience levels
above seven which the monk has attained. AC -1 is a negative chance for
killing, as on example, bul a monk of 9th level (two above 7th) would
allow a 1% chance of killing. Note thai 1 ) the monk must score a hit, and 2)
the hit must stun the opponent, and 3) the percentile dice score must be
equal to or less than the armor class of the stunned opponent, modified by
Ihe monk's levels over 7ih, in order to score a kill.
Open hand fighling also allows the monk multiple attacks at such time as
the monk has attained the 4lh or higher experience level,
Monks make saving throws on ihe table used by thieves, but rhey gain
certain advantages: Non^ magical missiles (arrows, bolts, bullets, ihrown
doggers, thrown javelins, thrown spears, etc.) which would normally hit
can be dodged or knocked aside if the monk is able to make his or her
saving throw against petrification for each such poientiol hir. In other
respects, if a monk makes his or her saving throw against an attack form,
ihe monk wilt sustain no domage from the oitack, even if the attack form
was a f/reba/f, for Instance. At 9lh level (Master of the North Wind) or
higher, a monk who fails to make his or her saving throw will still sustain
but one-half the total potential damage which the attack form could
deliver, if possible. That is, a fireball would do 50% of total damage, but
ihe gaze of a basilisk would still petrify the monk.
At 1st level of experience, a monk is as likely io be surprised as any other
character, i.e. 33 T/3%. This chance goes down to 32% al 2nd level, and it
thereafter goes down 2% per level, so there is only a 30% chance of
surprising a 3rd level monk, 28% chance at 4th level, 26% chance at 5th
level, etc.
Monks have the following thief abilities which they perform at identical
level of experience to that of a thief, i.e. a 1st level monk performs as a 1 si
level thief, a 2nd level monk as a 2nd level thief, etc. The abilities are;
t. Open Locks
30
CHARACTER CLASSES (MONK}
CHARACTER CLASSES MONK}
2. Find/Remove Traps
3: Move Silently
4. Hide in Shadows
5. Hear Noise
6. Climb Walls
Although the chance of foiling while climbing walls is the some as that of
o thief of equal level, monks con escape taking damage as follows:
— At 4th level (Disciple), a monk con fall up to 20' H he or she is
within 1' of a wall.
— At 6th level (Master), o monk can fall up to 30' if he or she is
within 4' of a walk
— At 13th level (Master of Winter), a monk can fall any distance
if he or she is within 8 J of o wall
The monk must have an opportunity to periodically moke contact with the
wall during the descent. The wall is used by ihe monk to slow the fall so
that no hit points of damage are sustained from the foil. Note that when
reference to a wall is made, any similar surface, such as a tree trunk, cliff
face, and the like, are equally useful to the monk.
The other abilities of monks are shown on the MONKS ABILITY TABLE
MONKS TABLE Hi fiflONKS ABILITY TABLE
MONKS TABLE I: EXPERIENCE POINTS AND LEVELS
Experience Point*
0 — 2,250
Experience Accumulated
Hit Points Level Title
1 2 Novice
10,001—22,500
22,501—47,500
47 r 501 —96,000
98,001—200,000
200,001 — 350,000
500,001 — 700,000
700,001—950,000
950,001 — 1,250,000
1,250.001 — 1,750,000
1,750,001-2,230,000
3 I
2750,001 -
3,250,001 & +
4
5
6
7
8
10
11
12
13
14
11
12
13
14
15
Initiate
Disciple
I m maculate
Master
Superior Master
Master of
Dragons
Master of the
North Wind
Master of the
West Wind
Master of the
South Wind
Master of the
East Wind
Master of Winter
Master of Autumn
16 17 Master of Spring
17 18 Grand Master of
Flowers
Attack i Open
Armor pirMtlit Hand
Level Title Level Clan Move Round* Damage AbHltlei
Novice |H 10 15" 1 1-3
9 16" 1 \4
17" 1 1-6 A
D-iaple 4 7 18" 5/4 1-6 B
Immaculate 5 7 }<T* 5/4 2-7 C
Master 6 6 20" 3/2 2^8 D
7 5 2V 3/2 3-9 E
<* 22" 3/2 2 12 F
23" 2 3-12 G
Master of the West Wind 10 3 24" 2 3-13 H
Master of ihe South Wind 11 2 25" 5/2 4-13 I
Master of the East Wind 12 1 26" 5/2 4- 16 J
Master of Winter 13 0 27" 5/2 5~}7 K
3 5-20
6-24
Master of Spring 16 -2 30" 4 5-30
Grand Master of Flowers 17 -3 32" 4 8-32
•Listings with a slosh indicate extra attacks after the appropriate number of rounds, i.e. 5/4 means 5 attacks per 4 rounds, with the additional attack coming
at the end of the round sequence.
Nates Regarding Special Abilities: £■ At 7th level the monk gains the ability to heal damage on his
or her body. The amount of damage which con be healed is 2-
Each special abHity is designated by o capital fetter. 5 hli points (d4 + 1 ), and this amount increases by 1 hir point
with each experience level gained thereafter, i.e. 3-6 HP ar Sm
A. The ability to speafc with animois as druids do which begins at ,eve, < 4 ' 7 at 9th ' etc. This may be done once per doy.
3rd level of experience.
F, The ability to speak with plants as druids do. This power is
fl. The ability to mask the mind so that ESP has only a 30% chonce attained at 8th level,
of success. This power begins at 4th level, and with each level
of experience which the monk gains thereafter, the chance for G - Beguiling, charms, hypnosis, and suggestion spells have only
success of ESPing ihe monk's thoughts drops by 2%, i,e, 28% ° 50% chance of affecting a monk of the 9th level of
chonce of success on a 5th level monk, 26% on a 6th level, etc. experience. That is, the monk Is 50% resistani to such magic
This resistance increases 5% per level thereafter, so that at
C. At 5th experience levet a monk is not sub|eci to diseases of 10th leve< sucn s P e,,s hovo buT Q 45% chance of affecting the
any sort, nor is he ever affected by haste or slow spells. monk, 40% at 11th level, and so on. Saving throws apply if
resistance fails.
0. The ability to use self-induced catalepsy to appear dead. This
can be done perfectly, as the 6th (or higher) level monk is R Telepathic and mind blast attacks (see ADVANCED DUN-
able to lower his or her body temperature and heart rate. The GEONS t DRAGONS, MONSTER MANUAL, Mind Flayer)
monk is able to maintain this state for twice the number of u P on a monk of 10th or higher level are made as if the
lurns (10 minute periods) which equal his level, i.e. 12 turns at character had an 18 intelligence, due to the monk's mental
6thleveU4at7th,etc. discipline.
31
CHARACTER CLASSES {MONK}
CHARACTER CLASSES fMULTl-CLASSES/
f. Ar 11 fh ond higher levels of experience monks are not
affected by poison of any type.
J. Geas and quest spells hove no effect upon monks of 12th or
higher level.
K. The last ability gained, and perhaps ihe mosi terrible power, is
thot fabled attack which enables the monk to set up vibrations
in the body of the victim, and the monk can then control such
vibrations so as to cause death to occur when the monk stops
them. Known as the "quivering palm", the monk merely
touches his victim to set up the deadly vibralions. The victim
can be virtually any creature. This power is limited os follows:
1. It can be attempted but once per week, and the monk
must touch the intended victim within 3 melee rounds
or the power is drained for one week,
2. It has no affect on ihe undead or creatures which con
be hil only by magical weaponry.
3. The victim cannot have more hit dice than ihe monk
using the power, and in any event, the total hit paints of
the victim cannot exceed those of the monk by more
than 200%, or the power has no effect.
A. The command to die [the control of ihe vibrations) must
be given by the monk within a set time limli, or else ihe
vibrations simply cease of their own accord and do no
damage whatsoever. The lime limil of death command
Is one day per level of experience the monk has gained
at the time the power is used.
There are a number of strictures which monk characters must abide by.
These restrictions apply to 1 ) armor and weapons, 2) treasure, 3) magic
items usable. 4) strength ability adjustments, 5) henchmen, and 6)
advancement in level, as follows;
1, Armor, as previously stated, cannot be worn. Weapons usable by
monk characters are shown on CHARACTER CLASSES TABLE II;
weapons not listed cannot be used,
2, Monks, much like paladins (q.v.), may not retain more than a small
fraction of whatever treasure they gain, A monk may possess no more
man two magic weapons and three other magic items [see 3 below)
at any time. While monks may retain money sufficient for their
modesi needs, and To support their henchmen (see 5 below), all other
Treasure and excess magic items must be bestowed upon (non player)
religious institutions, (See also FofJowers hereafTer.)
3, Magic items usable by monks include all magical varieties of
weapons listed (unless proscribed), rings, and those miscellaneous
magic items which are usable by thieves. No other magic Items of ony
sort may be employed by monks.
4, Monks do noi gain any bonuses, either with respect to increasing "to
hit" probability or to increase Mi points of damage, for sirength
ability.
5, Unti] attaining ihe rank of Master, monks may not have any hirelings
or henchmen at all. At 6th level of experience, monks may hire
persons on a short-duration basis — for the duration of a single
adventure only. At this level, they may also acquire up to two
henchmen. Henchmen may be fighters (but not paladins nor rangers},
thieves, or assassins. With each level of experience obove the 6th
which the monk attains, he or she may add one additional henchman,
until the maximum number established by The monk's charisma score
Is reached. Monks will gain foNowers upon attaining 8th level; this Is
discussed hereafter,
& There can be only a limited number of monks above 7th level (Superi-
or Master). There ore Three 8th level (Master of Dragons) and but one
of each higher level. When o player character monk gains sufficient
experience points to qualify him or her for Sth level, the
commensurate abilities ore attained only temporarily. The monk must
find and defeat in single combat, hand-to-hand, without weapons or
magic items, one of the Bth level monks — the White, the Green, or
the Red. The same must be done at ihe ninth and higher levels. The
loser of These combats loses enough experience points to place him or
her ot the loweST number possible to aTiain ihe level just beneath the
new level. The monk character will know where to locate the higher
level monks; and he or she musT proceed Immediately to do combat or
else lose experience points equal to the number which will place him
or her at The lowesi number possible to have attained the level just be-
neath that of the monk he or she should have sought out but did not
That is, the player character drops to 7th level in the above case and
must then work upwards once again.
Fo/lowers: When a monk pioyer character altarns the Bth level of
experience, he or she will gain a number of monks as followers upon
defeating the monk which held the Bth level position thai Ihe player
charocier has now gotten. He or she will attract from 2-5 1st level monks if
the pioyer character has a monastery or monostery-like building to use as
a headquarters. These followers may be worked upwards in levels of
experience. The player character will atlroct 1 or 2 oddilionol monks of 1 si
level for each additional level of experience the player gains.
While followers of a monk are as loyal as his or her other henchmen, They
automatically leave service when they ottain the level of Superior Master
(7th).
All followers will be of the exact same alignment as ihe monk player
character, If he or she chonges alignment ihe currenl followers will
desert, but new ones con still be gained by advancement in level.
The monastery or monastery- like headquarters of the monk can be thot of
The character he or she defeated to ottain Brh or higher level, or It can be a
building specially constructed by the monk player character after attaining
0Th or higher level. In the latter case, the monk may reroin up to 250,000
gold pieces value in treasure in order to finance construction of The place.
He or she may also retain sufficient funds thereafter to maintain such a
place.
Nate thai monk followers require no support, upkeep, or pay of any sort.
The Mu It 1 -Classed Character
The game assumes that only non- or semi-human characters con be
multi-classed, and only certain class combinations are possible, depending
on the race of the character. Although these are listed in the section
dealing with each race of characTer, mulli-class charocier possibilities ore
also shown below in order to aid In selection of your character's class or
multi-class, Cleric combinations (with fighter types) may use edged
weapons,
O eric/Fighter: This combination Is strong In defensive and revitalization
capabilities, plus the offensive missile and melee combat power of the
fighter. Hil points average will be good. Hatf-elves and hotf-orcs may be
cleric/fighters.
D er/c/Frgh ter/Magic- use r: One of the best of the multi-class options, this
gives good offensive and defensive spell capability plus the fighter's
melee combat strength, Hoff-e/ves may be cleric/f Ighier/magic-users.
Clerk/Ranger: See cleric/fighter above. This combination is potent in out-
door situations os well. Hooves may be cleric/ranger*.
Gerfc/Magic-user; This combination gives the character a great variety
and selecTion of spells, as well as The use of armor ond more weapons. Hit
poinTs are somewhat better than those of the magic-user class alone.
Half -elves may be cleric/ magic-users.
Cleric/Thief: This is a combination of classes which gives both defensive
ond stealth potential. Hit points are Improved wilh regard to the thief doss
only. As with all thief class combinations, however, any functions as a thief
are under the restrictions of thot class with regard to armor, i.e. only
leather armor ond no shield. Half -ores may be cleric/thieves.
Oerre/Assass/n: Seemingly strange, this combination is quite
understandable when the race which can operate in these two classes at
ihe same time is noted. The combination gives great potential in defensive
and stealth situations and very powerful assassination attack capabilities.
Hit points are good because of clerical hit dice. Half-ores may be clerical
Fighrer/Magrc-user: Obviously, this combination allows excellent armor
32
CHARACTER CLASSES MULTI-CLASSES)
ALIGNMENT
protection, the use of weoponry, and spells. Hit points ore good on the
overage (5'^ + 2Va m 8 + 2 = 4 hit points per double-classed level). Elves
and holf- elves may be fighter/magic-users.
Ffghter/l/iusionrsr: See Fighter/Magic- user above. Gnomes may be
fighter/illusionists.
Fighter/Thief: By combining these two classes — the armor, weapons, and
combat capabilities of the fighter with the stealth and other abilities of the
ihier — o very effective character is created, even though thieving
functions restrict the character to leother armor and no shield. Hil points
are goad. Dwarves, elves, gnomes, half -elves, hofffings, and half-ores may
be fighter/thieves,
Fighter/Assassin. This combination gives excellent missile ond meJee
combat ability, plus assassination and stealth potential. Hit points are
good. Half-ores may be fighter/assassins.
Frghter/Magic-user/Thtef 1 Combat, spell, and stealth capabilities are
given to the character who opts this multi-class combination. This is a very
powerful mix, Hit points ore good [5ft + 7>h + 3 l /i = IIW + 3 = 4) on
the average, fives and half-elves may be fighter/magic-user/thieves,
Mogjc^user/Th/ef; This combination does not offer all of the options open
to a fighter/ magic- user /thief, but advancement is usually more rapid.
Average hit points are fair, i.e. 3 per level. Elves and half-elves may be
magic-user/thieves.
Illusionist/Thief: See AAogic-User/Thief above. Gnomes may be
illusionist/thieves.
The Oictrcwter With Two Clou..
Unlike multi-classed characters who are of non- or semi-human race, the
character with two classes must be human. To attain the second class, the
character must switch his or her profession at some point, Thereafter no
progression in the original class is possible.
In order to switch from one class to another, the character must have an
ability score of 15 or more in the principol attrrbute(s) ability of ihe
original class ond a 17 or 18 in the principal attribute(s) of the class
changed to. Note that nearly any combination of classes is thus possible.
I.e. cleric & fighter, cleric & paladin, cleric & ranger, etc. Alignment will
preclude some combinations.
When the character opts lo cease his or her old profession and become a
new class, the character retains the number of hit dice (and the
commensurate hit points) due to o character of the level of his or her class.
However, all other functions of the character are at 1st level of
experience, for that is his or her ability in the newty espoused class.
Furthermore, if, during the course of any adventure, the character resorts
to the use of any of the capabilities of functions of his or her former class,
the character gains no experience for the adventure. Having switched
classes, the character must perform strictly within the parameters of his or
her new profession. Reversion to the former class negates all experience
potential for the new class with respect to the course of recent activities,
i.e. the adventure during which original profession functions were
resorted to.
At such time as the character has attained a level of experience in his or
her new class which exceeds the character's former class level, the follow-
ing benefits ore gained:
1. A hit die appropriate to the new class is gained for each
increase in level of experience, up to the maximum normal for
the class in question (ond thereafter hit paints are likewise
gained), and
2. The character may mix functions freely ond still gain
experience, although restrictions regarding armor, shield,
and/or weapon apply with regord to operations particular to
one or both classes,
Example; A character with ability scores of 15 strength, 17 Intelligence, 12
wisdom, 10 dexterity, 16 constitution, and 7 charisma is begun as a fighter.
After attaining 6th level the player switches the character to magic- user.
This allows the character to retain six ten-sided hit dice, but In all other
respects he or she must be a 1st level magic-user, wearing no armor,
carrying those weapons usable by his or her new class, and using spells to
combat opponents. When 7th level of experience is gained, however, the
character gets a four-sided hit die for oddiiional hil points he or she can
sustain at the new level. Furthermore, the character con now carry (but not
wear} armor ond weapons noi normally usable by mogk-users, and resort
to their use if the need arises and not be penalized in respect to
experience as a magic-user, for he or she has already surpassed In the
new class the disciplines of Ihe former. Thus, no horm accrues to his or her
experience os a magic-user, Note that this does not allow spell use while
armor clad, such as an etven fighter/magic user is able to do.
ALIGNMENT
After generating the abilities of your character, selecting his or her race,
and deciding upon a class, it is necessary to determine the alignment of
the character, Ij is possible that the selection of the class your character
will profess has predetermined alignment: a druid is neutral, a paladin is
lawful good, a thief can be neutral or evil, an assassin is always eviL Yet,
except for druids and paladins, such restrictions stilt leave latitude — the
thief can be lawful neutral, lawful evil, neutral evil, chaotic evil, chaotic
neutral, neutral, or even neutral good; ond the assassin has nearly as
many choices. The alignments possible for characters are described below.
Chaatic Evil: The major precepts of this alignment are freedom,
randomness, and woe. Laws and order, kindness, and good deeds are
disdained. Life has no value. By promoting chaos ond evil, those of this
alignment hope to bring themselves to positions of power, glory, and
prestige in a system ruled by individual caprice and their own whims.
Chaotic Good. While creatures of this alignment view freedom and the
randomness of action as ultimate truths, they likewise place value on life
and Ihe welfare of each individual. Respect far individualism Is also great.
By promoting the gods of chaotic good, characters of this alignment seek
to spread their values throughout the world.
Chaofic Neutral: Above respect for life and good, or disregard for life and
promotion of evil, the chaatic neutral places randomness and disorder.
Good and evil are complimentary balance arms. Neither are preferred,
nor must either prevail, for ullimate chaos would then suffer.
Lawful Evil: Creatures of thfs alignment are great respecters of laws and
strict order, but life, beauty, truth, freedom and the like are held as
valueless, or at least scorned. By adherrng to stringent discipline, those of
lawful evil alignment hope to impose Iheir yoke upon the world-
Lawful Good: While as strict in their prosecution of law and order,,
characters of lowful good alignment follow these precepts to improve the
common weal. Certain freedoms must, of course, be sacrificed In order to
bring order; but truth is of highest value, and life and beauty of great
importance. The benefits of this society are to be brought to all,
Lawful Neutral: Those of this alignment view regulation as all-important,
taking a middle rood betwixt evil and good. This is because the ultimate
harmony of the world — and the whole of the universe — is considered by
lawful neutral creatures to have its sole hope rest upon low and order. Evil
or good are immoterio! beside the determined purpose of bringing all to
predictability and regulation.
Neutral Evil: The neutral evil creature views law and chaos as unnecessary
considerations, for pure evil is all-in-all. Either might be used, but bolh ore
disdained as foolish clutter useless in eventually bringing maximum
evilness to the world,
Neutral Good: Unlike those directly opposite them (neutral evil) in
alignment, creatures of neutral good believe that there must be some
regulation in combination with freedoms if the best is to be brought to the
world ~ the most beneficial conditions for living things in general and
intelligent creatures in particular.
True Neutral; The "true" neutral looks upon all other alignments as facets
of the system of things. Thus, each aspect — evil and good, chaos and low
— of things must be retained in balance to maintain the sratus qua; for
things as they are cannot be improved upon except temporarily, and even
then but superficially. Nature will prevail and keep things as they were
meant to be, provided the "wheel" surrounding the hub of nature does
not become unbalanced due to the work of unnatural forces — such as
human and other intelligent creatures interfering with what Is meant to be.
Naturally, there are all variations and shades of tendencies within eoch
alignment. The descriptions are generalizations only. A character can h-
ALIGNMENT
CHARACTER LANGUAGES
basically good in its "true" neutrality, or tend towards evil. It Is probable
that your campaign referee will keep a graph of the drift of your character
on the alignment chart. This is affected by the actions (and desires) of your
character during the course of each adventure, and will be reflected on
the graph. You may find that these actions are such as to cause the
declared alignment to be shifted towards, or actually to, some other.
■
While involuntary change of alignment is quite possible, It is very difficuli
for □ character to vol union ly switch from one to another, except within
limited areas. Evil alignment can be varied along the Like axis. The neutral
character can opt for some more specific alignment. Your referee will
probably require certain stringent sacrifices and appropriate acts —
possibEy a quest, as well — for any other voluntary alignment change. In
fact, even axial change within evil or good, or radial movement from
neutrality may require strong proofs of various sorts.
Further voluntary change will be even more difficult. Changing back to a
forsaken alignment is next to Impossible on a voluntary basis. Even
involuntary drift will bring the necessity of great penance.
CHARACTER HIT POINTS
Each character has a varying number of hit points,- just as monsters do.
These hit points represent how much damage {actual or potential) the
character can withstand before being killed. A certain amount of these hit
points represent the actual physical punishment which can be sustained.
The remainden a significant portion of hit points at higher levels, stands
for skill, luck, ond/or magical factors. A typical man-at-arms con take
about 5 hit points of damage before being kilted. Let us suppose that a 10th
level fighter hos 55 hit points, plus a bonus of 30 hit points for his
constitution, for a total of 95 hit points. This is the equivalent of about 1 8 hit
dice for creatures, about what it would take to kill four huge war horses It
15 ridiculous to assume thai even o fantastic f<qhter cdn lake 'that much
punishment. The same holds true to a lesser extent for clerics, thieves, ond
the other classes. Thus, the majority of hit points are symbolic of combat
skill, luck (bestowed by supernatural powers), and magical forces.
Hit points are determined by hit dice. At 1st 0 character has but one
hit die (except/on: rangers and monks begin with two dice each). At each
successive level another hit die is gained, i.e. the die is rolled to determine
how many additional hit points the character gets! Hit points can be
magically restored by healing potions, cure wounds % spells r rings of
regeneration, or even by wish spells. However, a character's hit points can
never exceed the totol initially scored by hit dice, constitution bonus (or
penalty) and magical devices. For example, If a character has 26 hit points
al the beginning of an adventure, he or she cannot drink a potion or be
enchanted to above thai number, 26 in this case. *
As an example, let us assume that the character with 26 hit points
mentioned above is engaged in an adventure. Early in the course of
exploring the dungeon, he or she foils Into a deep pit taking one
six-sided die (1d6) of damage — 4 hit points of dar£j^e* so the character
drops to 22 hit paints. Next, he or she take? 15 bit r '£l}:ot damage in
combat, so the character drops to 7 hit points. 'A^d*r' ^Pf^ ve P orr V uses a
cure serious wounds spell on the character, and mliT restores 10 (for
example, depending upon the die roll) of his or her lost hit points, so the
character has a total of )7. Later activities reduce the character lo 3 hit
points, but the party uses a wish spell to restore all members to full hit
points, so a r that time the character goes up lo 26 once more. ,
Rest olso restores hit points, for it gives the body o chance to heal uself and
regain ihe stamina or force which adds the skill, luck, and magical hit
points
Your character's class will determine which sort of die you will roll to
determine hit points. In some campaigns the referee will keep this fatal
secret, informing players only that they feel "strong", "fatigued" or "very
weak", thus indicating waning hit points. In other campaigns the Dungeon
Master will have players record their character's hit points and keep track
of all changes. Both methods are acceptable, and il is up to your DM as to
which will be used in the campaign you participate In.
created your character, Next you must nome him or her, and possibly give
some family background (and name a next of kin as heir to the
possessions of the character if he or she should meet an untimely death) to
personify the character. Having done all that, your Dungeon Master will
introduce your character to the campaign setting. In all likelihood,
whether the locale is a village, town, or city, your character will have to
acquaint himself or herself with the territory.
The first step will often be getting Into the place, i.e. o gate guard
demanding to know what business you have in the town or city. Thereafter
if will be necessary to locate a sofe and reasonably priced place in which
to lodge — typically an inn of some sort, but perhaps a rented cot, a loft or
even chambers at o hostel. Since the location selected will have to serve
as base and depot, it must be relatively safe from intrusion or burglary.
Once o headquarters has been found., your character can set about
learning the lay of the land, and attempt to find the trade establishments
needed to supply the desired equipment for adventuring. Perhaps it will
also be necessary to locate where other player characters reside in order
to engage in joint expeditions.
In any event, your character created, personified, and established will be
ready to adventure once equipment is purchased and relations with other
player characters are settled. If player characters are not immediately
available, or If they are not co-operative, it is advisable that men-at-arms
be hired. Hirelings of this sort, as well as henchmen (q,v.), are detailed in
the sections entitled HIRELINGS ond HENCHMEN.
CHARACTER LANGUAGES
All humans, as well as those semi-humans and non-humans in close
contact with people, speak the "common tongue". This language Is
spoken by all states in the central campaign area, but your referee may
well have areas in which the common tongue is different from that which
your character speaks,
In addition to the common tongue, all intelligent creatures able to
converse in speech use special languages particular to their alignment.
These alignment languages are: Chaolic Evil, Chaoiic Good, Chaotic
Neutral, Lawful Evil, Lawful Good, Lawful Neutral, Neutral Evil, Neutral
Good, and Neutrality. The alignment of your character will dictate which
language he or she speaks, for only one alignment dialect con be used by
a character [cf. CHARACTER CLASSES, The Assassin). If a character
changes alignment, the previously known language is no longer able to
be spoken by him or her.
In addition to the above, druids (q.v,) have their own special tongue, and
thieves hove their secret speech, the Thieves' Cant,
Therefore, o character will speak at least two languages — common and
alignment. He or she mighi also be able to converse En Ihe special patois
of druids or thieves. Semi-human and non-human characters are able to
speak racial tongues as well. (See CHARACTER RACES.) In most
campaigns, it is likely that open alignment speech will be frowned upon as
a serious breach of social etiquette.
A character can learn additional languages. Even the rather slow (80 LQ.)
can learn one additional language, However, his vocabulary, usage, and
ability to translate must, perforce, be limited. The very bright can learn
five, six, or even seven. (For details of the number of tongues which can
be learned see CHARACTER ABILITIES, Intelligence.) Here is how a new
language is learned;
The character must find a person (human, semi-human, or non-human) or
talking creature who speaks the language which fs to be learned. The
character must then be in close proximity to his or her instructor for up to
one year, ond prior lo that period the language can be learned one month
early for each point of intelligence above 12. Thus, a character with 13
intelligence learns the new language in 1] months, 14 intelligence learns
in 10 months, all the way to 18 intelligence when requires but six months
to learn. Only one new language can be studied at any given time.
Which languages ore knowable in a campaign is strictly up to the DM who
runs it. The following list gives some of the languages typically used:
ESTABLISHING THE CHARACTER
By determining abilities, race, class, alignment, and hit points you have
Owarvish Holfling Uzardman
Elvish Hobgoblin Ogrish
Goblin Kobald Orcish
CHARACTER LANGUAGES
EQUIPPING THE CHARACTER
All of ihe above may not normally be available due to campaign
circumstances, and languages not listed might be common. Consult your
Dungeon Master. Note thai if, for example, you capture a centaur or
talking dragon of some sort, it is possible to learn the appropriate creature
tongue.
MONEY
starring iwons-y
Your character is unusual, exceptional as compared to the norm. This
applies to abilities and funds as well. Thus, he or she will hove a large
supply of coins with which to purchase equipment and supplies to begin
adventuring. The possible number of gold pieces wiih which a ,
begins depends upon the character class;
Cleric
fighter
Magic-user
Thief
Monk
30-180 g.p. (3d6)
50-200 g.p. (5d4)
20- 80g.p.{2d4)
20-1 20 g.p. (2d6)
5- 20g.p.(5d4)
To determine the number of gold pieces your character has at the start,
simply roll the appropriate dice and total the sum (adding a decimal place
if necessary).
Most of these funds will quickly be spent on the costs of staying in Ihe
adventuring area and acquiring the equipment which will be used for
adventuring. (See BASIC EQUIPMENT AND SUPPLIES COSTS table
hereafter.)
EQUIPPING THE CHARACTER
Careful selection of equipment and supplies for characters is very
important. Often there will not be sufficient funds to purchase everything
desired, so intelligent choices will hove to be made. Also, the choice of
equipment should always be done with respect to encumbrance (see
MOVEMENT) restrictions.
In many campaigns it is necessary for the characters to shop in a number of
ploces in order to obtain everything they desire. A few games will hove o
trader's establishment in which everything, or nearly everything, can be
found, but the average costs will be higher because these traders ore
middle- men.
As in most dealings, the buyer should always beware. Things may be as
they appear or they might be otherwise . . .
A list of goods typically desired by characters follow*.
BASIC EQUIPMENT AND SUPPLIES COSTS
Armor
Bonded
Chain
Helmet, great
Helmet, small
Leather
Padded
Plate
Wg.p
75 g.p
15 g.p
lOg.p
5 g.p
400 g.p
Ring 30 g.p.
Scale 45 g.p.
Shield, large 15 g.p.
Shield, small 10 g.p.
Shield, small, wooden 1 g.p.
Splinted 60 g.p.
Studded 15 g.p.
The basic unit of exchange is the goW piece (g.p. hereafter}. There are
coins of lesser and greater value, ond these are shown on the table below.
it i 5 also common to use gems of various sorts and values as coin.
10 copper pieces (c.p.)
20 silver pieces (s.p.)
2 electrum pieces (e p. )
1 platinum piece (p.p.)
= 1 silver piece
= i gp
= 5 g.p.
Thus:
200 c.p. = 20s,p, = 2e.p. = 1 g.p. = 1/5 p.p.
It is assumed thai the size and weight of each coin is relatively equal to
each other coin, regardless of type.
Your character will most probably be adventuring in an area where money
is plentiful, Think of the situation as similar to Alaskan boom towns during
the gold rush days, when eggs sold for one dollar each and mining tools
sold for $20, $50, and $100 or morel Costs in the adventuring area ore
distorted because of the low of supply and demand — the supply of coin is
high, while supplies of equipment for adventurers are in great demand.
Large sums of lower value coins can be changed to a smaller number of
larger value coins, and vice versa, at a relatively small cost — typically 3%
of the transaction. This is done at the money changer's. The money
changer will also score as a banker, keeping funds and giving a marker to
vouch for the omounl. Note that bankers will not usually give any interest.
Bonkers will give loans according to the reliability, reknown, status, and
material possessions of the Individual, An unknown and low- level
character is unlikely to get a loan without giving security for the value of
the amount borrowed. Furthermore, Ihe interest rote will be high —
typically 10% per month or even 5% per week. A well-known ond
propertied character can typically get large loans at relatively low interest
— 1 % per week or thereabouts.
Jewelers, and gem merchants, will buy and sell jewelry and gems. The
buying price will usually be 20% under the actual value of the piece or
Arms
Arrow, normal, single
2 s.p.
Javelin
10s,p,
Arrow, normal, dozen
i gp
Lance
6g p-
Arrow, silver, single
1 gp
Mace, footman's
Bg.p.
Axe, bottle
5 g.p.
Mace, horseman's
4g.p-
A*e, hand or throwing
l g.p.
Morning Star
5 g.p.
Bardiche
7 g-P
Partisan
10 g.p.
Bee de corbin
6g-p-
Pick, Military, footman's
8 g p-
Bill-Guisarme
6 g.p.
Pick, Military, horseman's
5g p-
3 q.p,
Bow, composite shori
75 g.p.
Pike, awl
Bow, composite, long
100 g.p.
Quarrel (or Bolt), light,
Bow, long
60 g.p.
single
1 S.p,
Bow, short
15 g.p.
Quarrel {or Boll), heavy,
score
Crossbow, heavy
20 g.p.
2 g,p.
Crossbow, light
12 g.p.
Ranseur
Dagger and scabbard
2g-P-
Scimitar
ISg.p.
Don
5 s.p,
Sling & Bullets, dozen
15 p-
Fa uc hard
3gp^
SlFng Bui lets, score
10 s.p.
Fa u chord — Fork
Bg.p.
Spear
1 g-P
3g,p.
Flail, footman's
3 g.p.
Spetum
Flail, horseman's
8 g.p.
Sword, bastard.
Fork, Military
*gp*
& scabbard
25 gp.
Glaive
6 g.p.
Sword, broad, & scabbard
lOg.p.
Glaive-Guisorme
?0g.p.
Sword, long & scabbard
15 g.p,
Guisarme
5 g.p.
Sword, short & scabbard
Bg-p.
Guisarme — Voulge
7g,p.
Sword, two-handed
30g-p.
Halberd
9 g.p.
Trident
4g,p.
Hammer, Lucern
7 g.p.
Hammer
1 g.p.
Characters should carefully shop around whenever possible to deiermine
which establishment offers ihem the best value.
Clothing
Belt
Boots, high, hard
Boots, high, soft
Boots, low, hard
Boots, low, soft
Cap
Harbt
Bellodona, sprig
Garlic, bud
3 s.p.
1 g.p,
1 g.p,
8 s.p.
1 s.p.
4 s.p.
5 c.p.
Cloak
Girdle, broad
Girdle, normal
Hat
Robe
Wolvesbane, sprig
5s.p.
2g T p.
10 s.p.
7s.p.
6 s.p.
10s>p t
35
EQUIPPING THE CHARACTER
WEAPONS
Livestock
i f 1 ,■ 1 t- 1
tin it^c n
3 c.p*
Horse, medium war
no c _ _
g.p^
Cow
10 g. p.
norse, riomg ( rignr )
25 g. p.
iog.p.
■ V i "J I e
20 g.p.
Dog, hunting
17g.p.
lSg.p.
Do n k ey
ft
og.p.
Pigeon
z c.p.
i g.p.
rigier
1 g>p>
Hawk,, large
40 a d
Pia
riy
Hawk, small
18 g.p.
Pony
15gp.
Horse, draft
30 g. p.
Sheep
2g.p.
Horse, heavy war
300 g.p.
Songbird
4 c.p.
Horse, light war
150 g.p.
monster. Although a creature might be given a very high armor class
because of its exceptionally thick hide, armor plating, chitinous
exoskelelon, or the like, other factors ore considered in such ratings. Far
example, the size of Ihe creoiure, Its speed, its ogllily, and perhaps its
supernatural (extra-dirnenstonol or multi-planed existence) aspects are
considered in the armor class of all non-human type monsiers Therefore,
a monster with an armor class of 2 will not be corrytng a shield.
Armor types are given on ihe table below, Note fhal ihe inclusion of a
shield raises ormor class (AC) by a factor of 1 (5%) t but that assumes attack
from Ihe front where Ihe character can interpose il between himself and a
blow,
Backpack, leaiher 2 g.p.
Box, iron, targe 28 g.p.
Box, iron, small 9 g.p.
Candle, fallow 1 c.p,
Candle, wax 1 s.p.
Case, bone, map or scroll 5 g.p.
Case, leather, map or scroll 15 s.p.
Chest, wooden, large 17 s.p.
Chest, wooden, small 8 s. p.
Lantern, builseye 12 9, p.
Lantern, hooded 7 g.p.
Mirror, large meial 10 g.p.
Mirror, small, silver 20g.p.
Oil, flask of 1 g.p.
Pole, 10' 3 c.p.
Pouch, bell, large
Pouch, bell, small
Quiver, 1 do*, arrows cap. 8 s. p.
Quiver, 1 score arrows cap. 12 s, p.
Quiver, 1 score bolts cap, 1 5 s p
Quiver, 2 score bolts cop
Rope, 50"
Sack, large
Sack, small
Skin for water or wine
Spike, iron, large
Thieves' picks & tools
Tinder Box, with flint & steel 1 g.p.
Torch 1 c.p.
1 9 P
15s.p.
1 g.p.
4s, p.
16 c.p.
10c. p.
1 5 s,p.
Icp,
30 g.p.
— A small shield can be counted against only one attack per
melee round.
— A normalized shield con effeclively be counted against two
attacks per melee round.
— A large shield is counted against up to three attacks per melee
round.
Attacks from the right flank and rear always negaie the advantage of the
shield.
The cost of armor and shield varies. Generally speaking, the better the
Note: Magic armor negates weight, so thai movement does noi consider
any encumbrance from magic ormor. There ore otherwise various lypes of
magic armor.
ARMOR CLASS TABLE
Ale, pint 1 s.p.
Beer, small, pini 5 c.p.
food, merchant's meal I s + p,
food, rich meal 1 g.p.
Groin, horse meal, 1 day 1 s.p.
Rellgioui Ittmi
Beads, Prayer 1 g.p.
Incense, stick 1 g.p.
Symbol, HolyV iron 2 g.p.
Symbol, Holy*, sifver 50 g.p.
Tock and Harness
Barding, chain 250 g.p.
Barding. leaiher 100 g.p,
Barding, pJaie 500 g.p.
Bit and Bridle 15 s.p.
Harness 12 s.p.
Meod, pint
Rations, Iron, 1 week
Rations, standard, 1
Wine, pint, good
Wine, pint, watered
Symbol, Holy*, wooden
Waier, Holy*, vial
• or Unholy
5 s.p,
5 g.p.
3 g.p.
lOs.p.
5 s.p.
7 s.p.
25 g.p.
Saddle
Saddle Bags, large
Saddle Bags, small
Saddle Blanket
lOg.p.
4g P
3 9 P
3s,p.
Type of Armor
None
Shield only
Leather or podded armor
Leaiher or podded armor + shield/
studded Seaiher/rtng mail
Studded feather or ring mail + shield/
scale moil
Scale moil + shield/chain moil
Chain mall + shleld/splinl mail/
bonded mail
Splint or banded mail + shield/
plate mail
Plate mail + shield
Armor Clan
10
9
8
7
For each + 1 of magic armor or magic shield, o decrease in armor class of
1 is given. For example, a non-armored character wilh a + 1 shield is AC 8 r
a +2 shield AC7, etc. The same is true with regard 1o pluses of magic
armor of any type. A +1 converts to o 5% probability. Thus +2 equals a
10% lesser likelihood of being hit. Magic plate mail +3 and magic shield
+ 5 are equal to AC or can be ireoted as AC 2 wilh a subtraction of 8
from attackers' "to hit" dice rolls,
WEAPONS
Transport
Barge {or Raft) p smoll
Boat, small
Boat, long
Carl
Galley, large
ARMOR
50 g.p.
75 g.p.
150g,p.
50 g p.
25,000 g p.
Galley, small 10,000 g.p.
Ship, merchanl, large 15,000 g.p.
Ship, merchant, small 5,000 g.p.
Ship, war 20,000 g.p.
Wagon
Armor, along with the use of a shield, is the basis far determination of how
easily a character con be struck by an opponent's weapon. Olher factors
modify this, of course. Dexterity and magical effects ore the two principal
modifiers.
Do not confuse ormor which is worn with the ormor class (AC) rating of a
The choice of weapons used by your character might be circumscribed by
the class of your character, bul selection is oiherwise a maiter of your
preferences based on various factors presented hereafter. Of course, the
Initial cosl of the weapon mighi affect your selection at the beginning.
Beyond this consideration, there are factors of size ond weight. The
damage inflicted by the weapon is important, as is the amount of space
required to wield it. These deiailsare given hereafter.
Weapon Proficiency
At the start, your character will be able to employ but a limiied number of
weapons The number is determined by class. When ihe character moves
up in levels of experience lo the next higher combat melee lable, he or
she is assumed to hove acquired proficiency in an additional weapon. The
new weapon is of his or her choice. Note thai proficiency with a normal
weapon is subsumed in using a magical weapon of the same type. If
proficiency with any given weapon is not held by ihe character, it is used
ot a penally as shown on the table which follows
36
WEAPONS
WEAPONS
WEAPON PROFICIENCY TABLE
Added
Claif of
Initial Number Hi
Hi- proficiency
Proficiency L
£harac"t*r
VII mmf UVITI
of Wmdoiii
3 ^
Weapons Per Li
CLERIC
1/4 levels
Druid
2
-4
1 /5 levels
FIGHTER 1
4
-2
1/3 levels
Paladin
3
-2
1 /3 levels
Ranger
3
-2
1/3 levels
MAGIC USER
I
-5
1/6 levels
Illusionist
1
-5
1/6 levels
THIEF
2
1/4 levels
Assassin
3
^
1/4 levels
MONK
1
-3
1/2 levels
Notes Regarding Weapon Proficiency Table;
Initial Number of Weapons shows ihe number which the character may
select to be proficient with, i.e. □ cleric could select a flail and staff, club
and mace, or any combination of two permitted weapons.
Non-proficiency Penalty indicates the subtraction from the character's "to
hit" dice which opphes to attacks by the character using such a weapon in
missile or melee combat (See COMBAT.)
Added Proficiency m Weapons gives the number of additional weapons
the character can use with proficiency upon attaining the indicated
number of levels above the 1st. Thus, at 1st level a cleric can use two
weapons with proficiency, at 5th level the cleric selects another for o total
of three, at 9th leveJ ihe total is four, ot 1 3th five, etc.
WEIGHT AND DAMAGE BY WEAPON TYPE
Weapon Type Approximate Weight In Gold Pieces
Arrow
A*e, Battle
Axe, Hand or throwing
Bardlche
2
75
50
125
Damage vi. Opponent
Size 5 or M Site L
1-6 1-6
1^8 t-8
1- 6 1-4
2- 8 3-12
NOTES
Btll-Guisarme
Bo Stick
Club
Dogger
Dart
Fa uc hard
Fauc hard-Fork
Flail, footman's
Flail, horseman's
Fort. Military
Glaive
Glaive — Gursorme
Guisarme
Guisorme-Voulge
Halberd -^b^^—
Hammer, Lucern
Hammer
Javelin
Jo Stick
Lance- (light horse]
Lance' (medium horse)
Lance* (heavy horse)
Mace, footman's
Mace, horseman's
Morning Stor
Partisan
Pick, Military, footman's
Pick. Military, horseman's
Pike. Awl
Quarrel
Ranseur
Scimitar
Sling bullet
Slmg stone
Spear"
Speium
Staff, Quarter
Sword, 80s lard
150
15
30
10
5
60
80
150
35
75
100
80
150
175
150
50
20
40
2-8
1-6
1-6
1-4
13
1*6
1- 8
2- 7
2-5
M0
1-3
1.3
1-3
1- 2
T-8
M0
2- 8
2-5
includes Scorpion
1- 6
2- 8
2-8
2-0
1- 10
2- 8
2-5
1-6
1-6
M0
2-12
1- 8
2- 8
2-12
1-4
m
1-4
includes Couteoux de EVeche
includes Bill/Bill Hook
includes lochober A*e
100
150
100
50
125
80
60
40
2- 7
3- 9
2-7
1- 6
2- 6
1- 6
2- 7
2-5
2- 12
3- 18
1-6
1- 4
2- 7
2-7
2-8
1-4
includes Godentag and Holy Water Sprinkler
includes Bohemian Ear-Spoon
Sword! Broad
50
40
2
1
40-60
50
50
100
2-8
1- 8
2- 5
1-4
1- 6
2- 7
1- 6
2- a
2-8
1-6
1^6
1- 10
2,7
2- B
includes Chauves Souris, Ransom, Rhonca, Roncie, Runka
includes Cutlass, Sabre, Sickle-sword. Tulwar, etc.
includes Corseque, Korseke
I
Sword, Long
Sword. Short
Sword. Two-handed
Trident
Voulge
60
250
50
125
1 -8 includes oil pointed cutting & thrusting weapons with blade
length between 1 5" ond 24".
3-18
3-12
italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to
receive a charging opponent.
• This weapon does twice indicated damage against creatures of any size when it is employed by an attacker hdmg a charging mount.
** This weapon also does twice the damage indicated to any opponent when the weapon js sei to receive iheir charge.
37
WEAPONS
WEAPONS
WEAPON TYPES. GENERAL DATA. AND "TO HIT" ADJUSTMENTS
Hand H«ld
Wtapon Type
Axe. Battle
Axe, Hand
Bardiche
Bee de Corbin
Bill-Guisarme
Bo Stick
Club
Dogger
Fauchord
Faucbord-Fork
F is I of Open Hand
Flail, Footman's
Flail, Horseman's
Fork, Military
Glaive
Gtaive-Gu^orme
Guisarme
Guiso rm Vo uig e
Halberd
Hammer, Lucem
Hommef
JoSfKk
Lance (heavy horse)
Lance flight horse)
Lance [medium horse 1 !
Mace, Footman's
Mace, I
Morning Star
Partisan
Pick. Military, Footman's
Pick,Mtlftarv,Horseman's
Pike, owl
ffanseur*
Scimitar
Spear
Spetum*
Staff, quarter
Sword, bastard"
Sword, bro
Sword, long
Sword, shori
Sword, two-handed
Length
c. 4*
c.6'
B'4
c 5'
c.15"
8' +
8'
2' +
c. 4'
c. T
7'4-
8' +
6' +
T 4
5' +
5'4
c 3'
c 1 4'
10"
12'
c 2W
c. 4'
7' 4
c. 4'
c. 2'
18' +
B' +
c 3'
5'- 13' 4
#4
6'-8'
c. 4 V
c 2W
c 3»/a'
c. 2'
co'
Space
Required
4'
r
5'
6'
T
3'
r-3"
r
W
6'
4*
V
V
V
T
2'
5'
5'
T
2'
V
y
r
4'
2'
5'
3'
4
2'
V
r
2'
r
r
3'
4' +
4'
3'
r
6'
Speed
Factor
7
4
9
9
10
3
4
2
8
1
7
6
7
8
8
SO
9
9
4
2
8
7
6
7
6
7
9
7
5
13
8
4
6-8
6
A
6
5
5
3
10
2
3
-3
2
0
-9
-5
-3
-2
-1
-1
+ 2
0
-2
■I
■2
-I
+ 1
+ 1
0
-8
+ 3
-2
0
+ 1
1
0
0
f 2
+ 1
-1
-2
-3
2
■2
-7
0
2
-3
+ 2
3
-2
■2
•1
+ 2
0
7
-3
-2
■1
5
+ 2
0
2
-1
1
2
I
+ 1
+ 1
+ 1
-6
+ 3
•2
+ 1
4- 1
+ 1
+ 1
0
■ 2
+ 1
0
-1
2
A
-]
-5
0
2
-1
-2
+ 2
Armor Clan Adjustment
4
-1
^2
0
+ 2
0
-5
-3
-2
^1
1
-3
+ 1
0
-1
0
0
■ 1
0
4 1
+ 2
0
-4
+ 2
'1
+ 1
0
0
4 1
0
t 1
0
.1
-2
-1
0
-3
+ 1
-1
0
-1
+ 2
5
-1
-1
0
0
0
-3
2
-2
-1
0
-1
42
0
0
0
0
-1
-i-l
+2
+2
+ 1
2
+ 2
0
4-1
0
0
+ 1
0
+ \
4-1
0
0
-1
-1
0
-1
+ 1
a
o
o
4 2
6
0
0
+ 1
0
0
-1
-1
0
0
0
0
■4- ]
0
0
0
0
0
+ 1
+ 2
+ 2
-1
+ 2
0
+ 1
0
0
+ 1
0
0
0
0
0
0
0
0
0
41
0
0
0
4-3
7
0
0
+ 1
0
0
0
-1
0
0
0
0
+ 1
4-1
+ 1
0
0
0
fl
+ 2
4-1
0
0
4-1
0
0
0
0
4-1
0
0
0
0
0
0
0
0
41
+ 1
0
0
■+ 3
8
4-1
4-1
4-2
0
4- 1
4- 1
0
+ 1
! di
+ i
+ 2
4- i
4- 1
+■1
0
0
0
0
+ 1
4 1
0
-hi
+ 1
0
0
0
0
4-1
0
-1
-1
0
+ 1
0
0
+ 1
+ 1
4-1
0
+ 1
-3
9
+ 1
+ 1
+ 2
0
0
0
0
+1
-1
0
0
4 1
4-1
0
0
0
-1
0
4-1
0
0
0
0
0
0
41
0
+ 2
0
-1
-1
-1
+ 1
0
4 1
4- 1
+ 1
4- 1
+ 1
0
+ I
10
4-2
4-1
+ 3
■ 1
0
+ 3
4-1
+ 3
-1
+ 1
4-4
-I
0
+ 1
0
0
1
0
0
0
0
4-2
0
0
0
-1
0
+ 2
0
■2
-1
-2
+ 1
4 3
0
i- 2
+ 1
0
42
+ 2
+ 2
0
fraiics indicate weapon capable of dismounting a nder on a score equal Jo or greater than the "to hit" score
'Weapon capoble of disarming opponent on a
••Treat as long sword if used one-handed.
Any weapon strikes at 4- 2 against an opponent's back (or similarly unseen); against stunned, prone, and motionless opponents, any weapon strikes at +4,
Hurled Weapon*
Fire
Range
Armor Clan Adjustment
and Missiles
Rot*
S
M
L
2
3
4
5
6
7
8
10
Axe* hand
1
1
2
3
-4
■3
2
-1
-1
0
0
0
Bow. composite, Jong
2
6
12
21
2
0
0
4 1
+ 2
+2
+ 3
ii
Bow, composite, short
2
s
10
18
■3
■3
•1
0
+ 1
+ 2
+ 2
42
+ 3
Bow, long
2
7
T4
21
-1
0
0
4-1
4 2
4-3
-3
43
+ 3
Bow. short
2
5
10
15
-5
-4
-1
0
0
4-1
+ 2
42
Club
r
1
2
3
5
-3
-2
-1
-1
0
Crossbow, heavy
B
■ $jfc'
24
-t
0
+ 1
4-2
4-3
4-3
+ 4
+ 4
I
Crossbow, light
i
12
18
7
-1
0
0
+ 1
42
43
+ 3
Dagger
2
1
2
3
-5
4
M
-2
-1
-1
0
0
Dan
3
lis
3
4'/a
5
-4
-3
-2
-1
0
+ 1
0
4-1
Hammer
1
1
2
3
-1
0
0
0
0
0
0
41
Javelin
1
2
■4
6
£
-4
^3
~2
-1
0
4-1
0
4-1
Sling (bullet)
1
5
10
20
■2
~2
-1
0
0
0
+ 2
41
43
Sling (stone)
1
4
8
16
■5
~4
-2
-1
0
0
42
41
4-3
Spear
1
1
2
3
-3
-3
-2
-2
•1
■
Rate of fire Is based on the turn (for table-top miniatures) or the melee round, Ranges are: S = Short, M — Medium, L = long,
Armor Class Adjustment is based on the weapon or missile being discharged at short range. Adjust by 2 at all medium ranges, -Satalt long ranges.
38
HIRELINGS
DISTANCE
HIRELINGS
At any time, a character may attempi to hire various different som of
workers, servants, or guards. The success of such hiring is entirely
dependent upon availability of the type desired, wage and bonus offers,
and to some extent the character's charisma. Typical hirelings ore;
Alchemist Blacksmith Linkboy Teamster
Armorer Crossbowman Man-at-arms Vafel
Bearer Engineer Steward
Your character will have to locate the whereabouts of whatever type of
hirelings he ar she desires to take into service, and it will be up to your
character 10 determine wages and salaries in ihe area he or she is in.
Employment can be by the hour, day, week, month, or year according to
the desires of the character and agreeabillty of the persons to be hired.
Your referee will handle alt such matters as they occur.
Note that the number of hirelings is in no way limited by charisma, and
hirelings differ considerably from henchmen who are discussed
immediately hereafter. The loyalty of hirelings Is quite similar to thai of
henchmen, ihough, and the discussion of the loyalty of henchmen can be
applied to hirelings of oil sorts, (See HENCHMEN hereafter.)
uthiruuctu
ricrovrimcpi
As discussed in the preceding section regarding CHARACTER ABILITIES.
charisma has a greol effect on the number of henchmen a character is
able to attract,
A henchman is a more or less devoted follower of a character. In return for
the use of his or her abilities and talents, the henchman receives support,
lodging, and a share of his or her master's or mistress' earnings — in Ihe
form of stipends or as a share of treasure taken, Henchmen are always of a
character roceand character closs, but are never player characters.
The alignment of o henchman should be compatible with lhat of the player
character whom he or she serves, Difference in alignment will certainly
affect the loyalty of all henchmen, if alignment is radically different.
II will usually be necessary for your character to visit various inns and
drinking establishments in search of henchmen. It is also possible that a
number of notices will have to be posted, perhaps in conjunction with ihe
employment of a crier to announce the employment offered The cost of
such is often high — in rounds of drinks, food, tips, gratuities, bribes, fees
and so forth. These costs are in addition to actual sums paid to the
henchmon eventually employed Locating non-human characters such as
dwarves, elves, and the like might be even more protracted, difficult, and
costly than the hiring of human ond semi-human henchmen. This depends
on campaign circumstances — such as whether or not non-humans are
common in the area and whether or not non-humans tend to associate
wirh humans ond frequent the inns and taverns.
Once o henchman is brought into your character's service, it will be
necessary to pay a wage plus suppon and upkeep. Your referee will
inform you as to such costs. When a henchman accompanies your
character on adventures, he or she musi be given a portion of treasure,
both money and magic, just as o player character would. However, the
share can be lesser, for all of the henchman's expenses ore paid for by his
or her master or mistress. Naturally, ri is a good idea 10 give o henchman
as much treasure as possible, for in that way Ihe henchman gains
experience points.
Experience awarded to henchmen is usually much less than that which
would be given 10 a player character. This is because the henchmen ore
acting under ihe direction of their master or mistress. So you should expect
thai your character's henchmen will get about 50% of the experience
points which their share in the slaying of opponents and garnered treasure
actually roials — possibly even less if your character bore the brunt of the
aciion and closely directed the henchmen, The loyally of henchmen is
bosed on many factors. Charisma of ihe player character is very important,
Remuneration — suppon, upkeep, wages, bonuses, and shoring of
treasure — plays a big part also. The involvement of henchmen in
advem'uring is important, as are the activities of the character (and what
he requires of the henchmen) during the course of adventuring, For
example:
Assuming the character has above average charisma, he or she could be
somewhot less than generous in remuneration and still have henchmen
with obout average loyally. If remuneration or activity were above the
minimum required, loyalty would be correspondingly higher, If both
remuneration and activity were exceptional, the loyahy base of henchmen
would be likewise exceptional. Actions to protect ihe fives and welfare of
henchmen, or saving Ihe fife of or resurrecting henchmen, give loyalty
above average,
Disloyalty will come into ploy in combat and other stress situations.
Disloyal henchmen will betray or desert Iheir master or mistress, (See
TIME
Time in the campaign is very important. Your referee will keep Strict
account of the time consumed by various characters, for it is likely to
separate them, since not all participants are likely to ploy at the same
actual lime. Time costs characters money in support, upkeep, and wage
payments li takes time la adventure, to heal wounds, to memorize spells,
to learn languages, to build strongholds, to create magic items — a very
long time in the last given case.
In adventuring below ground, a turn in the dungeon lasts 10 minutes (see
also MOVEMENT). In combal, the turn is further divided inlo 10 melee
rounds, or simply rounds. Rounds are subdivided into 10 segments, for
purposes of determining initiative (q.v.) and order of attacks. Thus a turn is
1 0 minutes, a round 1 minute, and a segment 6 seconds
Ouidoors, time is measured in days, usually subdivided Into daylight
(movement) and night (resi) periods. Thus, while actual lime playing is
about The same for a dungeon adventure, the game lime spent is much
greater in the case of outdoor adveniures.
DISTANCE
For purposes of the game distances are bosically one-third with respeci io
spell and missile range from outdoors to indoors/underground situations.
Thus most ranges ore shown as Inches by means of the symbol Le, V\
etc. Outdoors, \" equals 10 yards Indoors 1" equals 10 feel. Such a ratio Is
justifiable, to some extent, regardless of game considerations.
Actual effective range of an arrow shol from a longbow is around 210
yards maximum, in cleor light and open terrain. Underground, with little
light ond low ceilings overhead, a bowshot of 210 feet is aboul maximum.
Archery implies arching arrows. Slings are in this category as are hurled
darts and javelins, all arching in flight to achieve distance. Crossbows are
a noiable exceplion, bul under the visibility conditions of o dungeon
setting, a yards lo feel conversion is not unreasonable.
Magic and spells are, most certainly, devices of the game. In order to
make ihem fit the conslhcfions of the underground labyrinth, a one for
Ihree reduction is necessary. Il would be folly, ofler all, to try to have such
as effective oftack modes if feel were not converted to yards outdoors,
where visiblEity, movement, and conventional weapons attack ranges are
based on actual fact. (See MOVEMENT.)
Distance scale and areas of effect for spells (and missiles) are designed to
fit Ihe garnet The tripling of range outdoors is reasonable, as il allows for
recreaiion of actual ranges for hurled javelins, arrows fired from
longbows, or whatever. In order io keep magic spells on a par, their range
is also tripled IT IS IMPERATIVE THAT OUTDOOR SCALE BE USED FOR RANGE
ONLY, NEVER FOR SPELL AREA OF EFFECT (which is kept oil " = 1 0') UNLESS
A FIGURE RATIO OH : 1 0 OR 1 : 20 ( 1 casting equals 10 or 20 actual creatures
or things in most cases) IS USED, AND CONSTRUCTIONS SUCH AS
BUILDINGS, CASTLES. WALLS. ETC. ARE SCALED TO FIGURES RATHER THAN
TO GROUND SCALE. Note that the foregoing assumes lhat a ground scale
of 1" to 10 yards is used.
Movement scale is kept as flexible os passable in order to deal with ihe
mulntude of applications il has, i.e. dungeon movement (exploring and
otherwise), city travel, ireks through the outdoors, and combat situations
arising during the course of any such movements. Your referee will have
informahon which will enable him or her to adjust the movement rate la
the applicable lime scale for any situation.
39
MONSTER, THE TERM
SPELL TABLES (CLERIC)
MONSTER, THE TERM
It is necessary to stress thai the usage of the term "monster" is generic for
any creature encountered during the course of adventuring. A monster con
be exactly what the name implies, or it can be a relatively harmless
animal, a friendly intelligent beast, a crazed human, a band of dwarves, a
thief — virtually anything or anyone potentially threatening or hostile.
When your referee indicates your character has encountered a monster,
that simply indicates a confrontation between your character and some
type of creature is about to take place. The results of such o meeting will
depend on many factors, including the nature of the monster and your
character's actions. All monsfers are not bad...
CHARACTER SPELLS
The casting of spells, clerical and magical, is o very important aspect of
play. Most spells hove a verba! component, and so must be uttered. Most
spells also have a somatic (movemenl of the coster's body, such as
gesturing) component. Some spells have a third component, that of
materia/.
Clerical spells, including the druidic r are bestowed by the gods H so that the
cleric need bul pray for a few hours and the desired verbal and somatic
spell components will be placed properly in his or her mind. First, second,
third, and even fourth level spells are granted to the cleric through
meditation and devour prayer This spell giving is accomplished by the
lesser servants of the clerk's deity. Fifth, sixth, and sevenih level spells con
be given to the cleric ONLY by the cleric's deity directly, not through some
intermediary source. Note that the cleric might well be |udged by his or
her deity at such time, as the cleric must supplicate the deity for the
granting of these spells. While the deity may grant such spells full
willingly, o deed, or sacrifice, atonement or abasement may be required.
The deity might olso ignore a specific spell request and give the cleric
some other spell (or none at alt). Your Dungeon Master wilt handle this
considering a cleric's alignment and faithfulness to it and his or her deity.
Note that some cleric spells (and all druid spells) also require material
ingredients in order for the desired effect lo take place. Such components
must be supplied by the cleric (or druid), as material is not bestowed.
Magical spells, those of the magic-user and illusionist, ore not bestowed
by any supernatural force. Rather, the magic-user (or illusionist} must
memorize each spell, verbal and somatic components, and supply himself
or herself with any required materials as welt, Such memorization requires
the character to consult his or her spell books In order to impress the
potent, mysiical spell formulae upon ihe mind. Additional items for the
material component must then be acquired, if necessary.
Speifs of any sort must therefore be selected prior to setting out on on
adveniure, for memorization requires considerable time. (Your Dungeon
Master will inform you fully as to what state of refreshment the mind of a
spell caster must be in, as well as ihe lime required to memorize a given
spell.) As a rule of thumb, allow 15 minutes of game time for
mornohzolion of one spell level, i,e, a 1st level spell or half of a 2nd level
spelt. Such activity requires a mind rested by a good sleep and nourished
by ihe body.
Once cast, a spell is totally forgotten. Gone. The mystical symbols
impressed upon the brain carry power, and speaking the spell discharges
this power, draining all memory of the spell used. This does not preclude
multiple memorization of the same spell, but it does preclude multiple use
of a single spell memorized but once. When a spell caster shoots his or her
spell-bolt, so to speak, it is gone.
As previously shown in ihe CHARACTER CLASSES section, the number of
spells usable by a character depend upon class and level. Details of spell
casting are given later in the section on comtraf <q.v.).
The nature and components of the various spells ore given in the section
immediately after the spell tobies. These spell descriptions also contain
such information as is pertinent, i.e. range, duration, effect, etc. Your
Dungeon Master may add to or delete from a spell (s) and may even add or
delete entire spells. He will inform you of these changes pnor to selecting
spells or when new spells become available to your character.
Material components for spells are assumed to be kept m little pockets,
stored in the folds and small pockets of the spell caster's garb. Of course,
same materials are too bulky, and in these cases the materials must be
accounted for carefully. Also, some materials are rare, and these must be
found and acquired by [he spell user.
Special cases which pertain to each class of spell-using character type will
be noted before each set of spell explanations.
SPELL TABLES
CLERICS
Number lit Level 2nd Level 3rd Level
1
2
3
Bless
Command
Create Water
Cure Light Wounds
Detect Evil
Augury
Chon»
Detect Charm
Animate Dead
Continual Light
Create Food & Water
4
5
Find Traps
Hold Person
Cure Blindness
Cure Disease
6
Detect Magic
Know Alignment
Dispel Magic
7
8
9
Light
Protection From Evil
Purify Food & Drink
Resist Fire
Silence 15' Radius
Slow Poison
Feign Death
Glyph Of Warding
Locate Object
10
n
12
Remove Fear
Resist Cold
Sanciuary
Snake Charm
Speok With Animals
Spiritual Hammer
Prayer
Remove Curse
Speak With Dead
Number
4th Level
5th Level
6th l#v*l
7th Level
T Cure Serious Wounds
2 Detect Lie
3 Divination
4 Exorcise
5 Lower Water
6 Neutralize Poison
7 Protection from
Evil 10' Radius
Atonemenl
Commune
Cure Critic
Dispel Evil
Flame Strike
Insect Plague
Plane Shift
Aerial Servant
Animate Object
t Barrier
Conjure Animal?
Find The Path
Heal
Part Water
Speak With Monsters
Tell
Word Of Recall
Astral Spell
Control Weather
Gate
Holy (Unholy) Word
Regenerate
Restoration
Wind Walk
40
SPELL TABLES (DRUID)
SPELL TABLES (MAGIC USERS)
DRUIDS (Clwlca)
Number 1st Level
1 Animal Friendship
2 Delect Magic
Detect S
Pits
4 Entangle
5 Faerie Fire
6 Invisibility To
Animals
7 Locate Animals
8 Pass Without Trace
t Kreaict weatner
10 Purify Water
11 Shillelagh
12 Speok With Animals
2nd Level
Barkskm
Charm Person Or
Mammal
Create Water
Cure Light Wounds
Fe«cjn Death
Fire Trap
Heal Metal
Locate Plants
^Jbscurement
Produce Flame
Trip
Warp Wood
3rd Level
Call Lightning
Cure Disease
Hold Animal
Neutralize Poison
Plant Growth
Protection From
Fire
Pyrotechnics
Snore
Summon Insects
Tree
Water Breathing
4th Level
Animal Summoning 1
Call Woodland Beings
Control Temperature
10'' Radius
Cure Serious Wounds
Dispel Magic
Hallucinatory Forest
Hold Plant
Plant Door
Produce Fire
Protection From
Lightning
Repel Insects
Speak With Plants
Number
10
5th Level
6th Level
7th Level
2
Animal Growth
Animal Summoning 17
Anti-Ploni Shell
Animal Summoning III
Anii-Antmal Shell
Animate Rock
Chariot Of Sustarre
4
5
6
Commune With Nature
Control Winds
Insect Ptague
Cure Critical Wounds
Feeblemind
Fire Seeds
Conjure Earth Elemental
Control Weather
Creeping Doom
7
8
Pass Plant
-Slides To Snakes
Transport Via Plants
Turn Wood
finger Of Death
Fire Storm
Wall Of Fire
Weather Summoning
Transmute AAeto I To Wood
MAGIC-USERS
2nd Level
3rd Level
5th Level
1
2
4
5
6
7
8
9
10
11
T2
13
14
15
16
17
18
19
Affect Normal Fires
Burning Hands
Charm Person
Comprehend Languages
Dancing Lights
Detect Magic
En large
Erase
Feather Fall
Find Familiar
Friends
Hold Portal
Identify
Jump
Ughi
Magic Missile
3&*
Audible Glamer
Continual L
Darkness \i
Detect Evil
Detect Invisibility
ESP
fools Gold
Forget
[nvisib
Knock
Leomund's Trap
Lev i rate
Locale Object
Magic Mouih
Mirror tmage
Mending
Message
Nyslul's Magic Aura
Protection From Evil
Push
Read Magic
Shield
Shocking Grasp
Steep
Spider Climb
Tenser's Floating I
Unseen Servant
Ventriloquism
Write
[V,,. t _ _ l_ _ I _ _
pyrotechnics
Ray Of Enfeeblement
Rope Trie it
Scare
Shatter
Stinking CI
Strength
Web
WiiardLock
Blink
C loir audi ei
Clairvo 1
Dispel Magic
E*plosive Runes
Feign Death
Fireball
Flame Arrow
Fly
Gust Of Wind
Haste
Hold Person
Infra vision
Invisibility 10'Rodius
leomund'sTiny Hut
Lightning Ball
Monster Summoning I
Phantasmal Force
Protection From Evil 10' Radius
Proteciion From Normal i
Slow
Suggestion
Tongues
Water Breathing
Charm Monster
Confusion
Dig
Dimension Door
Enchanted Weapon
Extension I
Fear
Fire Charm
Fire Shield
Fire Trap
Fumble
Hallucinatory Terrain
Ice Storm
Massmorph
Minor Globe of
Invulnerability
Monster Summoning It
Plant Growth
Polymorph Other
Polymorph Self
Rary's Mnemonn
Remove C
WoFI Of Fire
Wad Of Ice
Wizard Eye
Airy Water
Animal Growth
Animate Dead
Bigby's Interposing Hand
Cloudkill
Conjure Elemental
Cone Of Cold
Contact Other F
Distance Disto
Extension II
Feeblemind
Hold Monster
Learn und's Seer* Chest
Mogic Jar
Monster Summoning 111
Mordenkainen's Faithful
Hound
Passwall
Stone Shape
Telekinesis
Telepon
Transmute Ro
Wall Of Force
Wall Of Iran
Wall Of Stone
41
SPELL TABLES (MAGIC-VSERS)
SPELL TABLES {ILLUSIONIST)
Number
6th Level
7th Level
8th Level
9th Level
1
2
4
5
6
7
10
11
12
13
Anii-Magic Shell
Bigby's Forceful Hgnd
Control Weather
Death Spell
Disintegrate
Enchant An Item
Extension III
Geos
Glass ee
Globe Of Invulnerability
Guards And Wards
Invisible Stalker
Legend Lore
Lower Waler
Monster Sumi
Move Earth
Otiluke's Freezing Sphere
Parr Water
Project Jmage
Reincarnate
Repulsion
Spiritwrock
Stone To Flesh
Tenser's Transformation
Bigby's Grasping Hand
CaCodemon
Charm Plants
Delayed Blast Fireball
Drawmij's Instant
Summons
Duo-Dimension
Limited Wish
Mass Invisibility
Monster Summoning V
Mordenkainen's Sword
Phase Door
Power Word, Stun
Reverse Gravity
Simulocn
Statue
Vanish
Antipathy/Sympathy
Bigby's Clenched Fist
Clone
Glassteel
Incendiary Cloud
Moss Charm
Maze
Mind Blank
Monster Summoning Vt
Otto's Irresistible Dance
Permanency
Polymorph Any Object
Power Word, Blind
Serten's Spell In
ymbol
Trap The Soul
As ira I Spell
Bigby's Crushing Hand
Gate
Imprisonment
Meteor Swarm
Monster Summoning VII
Power Word, Kill
Prismatic Sphere
Shape Change
Temporal Stasis
Time Slop
Wish
ILLUSIONISTS (Magic Users)
A
5
6
7
S
9
10
11
12
1st Level
Audible Glamer
Dancing Li
Darkness
Detect Illusion
Detect Invisibility
Gaze ft
Light
Phantasmal Force
Wall Of Fog
2nd Level
Blindness
Detect Magic
Fog Cloud
Hypnotic Pattern
Improved Phantasmal Force
Mirror Image
Misdirection
Ventriloquism
3rd Level
Continual Darkness
Fear
Hallucinatory Terrain
lllusionary Script
Invisibility 10' Radius
Nan-den
Paroly
Rope Trick
Spectral Force
Suggestion
Improvi
Invisibility
Mossmorph
Minor Creation
Phantasmal Killer
Projected Image
Shadow Door
Shadow Magic
Summon Shadow
6th Level
Conjure Animals
Demi-Shadow Magic
Moss Suggestion
Permanenl Illusion
Programmed Illusion
Shades
True Sight
Veil
7th Level
Alter Reality
Astral Spell
'ismatic !
ismatlc Wall
Vision
First Level Magic-
User Spells
42
SPELL EXPLANATIONS
CLERIC SPELLS (1ST LEVEL}
SPELL EXPLANATIONS
Each spell is preserved here in exactly the same format The spell is first
identified by name and type of magic it involves. Thereafter its level,
range (distance il can be cast), duration, area of effect, components, cost-
ing time, and saving throw are shown. Fmolly, an explanation of the spell
and a description of its effects are given in some detail.
Range is shown in inches (See DISTANCE) or as "touch", which indicates
the caster must physically contact the recipient of the spell with his or Her
hand.
Duration is given as number of turns, rounds, or simply "instontaneous", as
in the cose of a lightning bolt which lasts only a brief moment. (See TIME)
i (Con jurat ion/ Summoning) Reversible
Area of Effect shows how large on area the spell covers, or how many
persons or creatures it will affect
Components, as previously mentioned, are verbal (V), somatic (S), and/or
material (AA). This indicates which are part of the spell .
Costing Time shows the number of melee rounds, or segments of a melee
round, required to cast the spell Remember that there are 10 segments to
o melee round, 10 melee rounds to a lurn. Some spells require additional
time and preparation.
Saving Throw tells whether a saving throw js possible, ond if it is possible,
wheiher success negates (rregj the spell or reduces its effects by 50%
CLERIC SPELLS
All material components required for the various spells are used by
completion of the spell in question with the notoble exceptions of standard
religious items, i.e. religious symbols and prayer beads or similar devices.
The reversol of some spells might well place the cleric in a questionable
position with respect to alignment- The use of spells which promote weal
musi be shunned by evil clerics in many cases. Likewise, spells which are
baneful may be used only at peril by clerics of good alignment. Incautious
use of spells will change the clerk's alignment, if such usage continues
unchecked, and it is up to the player to guard his or her character's
alignment with care. In any event, the clerk must decide which
application of a reversible spell will be used prior to learning it, i.e. it is
noi possible to have one spell both woys. In like manner, the mere request
for a spell (or its opposite) through prayer will not guarantee that ihe spell
will be given to the cleric. As the spell level becomes higher, confidence
will decrease that that deity will concur.
Your Dungeon Master might alter the material components of spells,
require only religious adjuncts as material, or just do away with them.
h ir nsfft/fte* fn fhit r«i™inr<H nnrl n*L U.* n ili nn s-irkj-l r*» n en n i fi j-i
Level: I
Range; 6"
Duration; 6 me;ee rounds
Area of Effect: 5" X 5"
Components: V, 5, Art
Costing Time: T round
Saving Throw: None
Explanation/Description: Upon uttering the bless spell, the caster raises the
morale of friendly creatures by + 1. Furthermore, it raises their "to hit"
dice rolls by + 1 A blessing, however, will affect only those not already
engaged in melee combat. This spell can be reversed by the cleric ta a
curse upon enemies which lowers morale and "to hit" by -1. The caster
determines ot what range (up to 6") he or she will cast the spell, and It
then affects all creatures in on area 5" square centered on the paint the
spell wos cast upon. In addition to the verbal and somatic gesture
components, the b/ess requires holy water, while the curse requires the
sprinkling of specially polluted water.
(Enchantment/Charm)
Level: !
Range: r
Duration: I round
Area of effect: One creature
Components: V
Casting Time: I segment
Saving Throw: Specie/
Explanation/Description: This spell enables the cleric ta issue a command
of a single word. The command must be uttered in a language which the
spell recipient * able to understand. The individual will obey to ihe best of
his/her/its ability only so long as the command is absolutely clear ond
unequivocal, i.e. "Suicide'" could be a noun, so the creature would ignore
the command. A command to "Die!" would cause the recipient to fall in a
faint or cataleptic state for 1 round, but thereafter the creature would be
alive and well. Typical command words are: back, halt, flee, run, stop, fall,
fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a
command. Creatures with intelligence of 13 or more, and creatures with 6
or more hit dice (or experience levels) are entitled ta a saving throw
versus mogic. (Creatures with 13 or higher intelligence and 6 hi!
dice/levels do no) get 2 saving throws! )
Create Water (Alteration) Reversible
Level: I
Range: T"
Duration: Permanent
Area of Effect: Up to 27 cubic Feet
Components: V*, S, M
Casting Time: T round
Saving Throw: None
Explanation/Description: When the cleric casts a create water spell, four
gallons of water are generoted for every level of experience of the caster,
i.e. a 2nd level cleric creates eight gaHons of water, a 3rd level twelve
gallons, a 4th level sixteen gallons, etc. The water is clean ond drinkable
(it is |ust like rain water). Reversing the spell, desfroy water, obliterates
without trace (such as vapor, mist, fog or steam) a like quantity of water.
Created water will last until normally used or evaporated , t spilled, etc.
Waier can be created or destroyed in an area as small as will actually
contain the liquid or In an area as large as 27 cubic feet (one cubic yard).
The spell requires ot least a drop of water to create, or a pinch of dust to
destroy, water. Note thai water cannot be created within a living thing.
Cure Light Wounds (Necromantic) Reversible
Level: I
Range: Touch
Duration: Permanent
Area of Effect; Character touched
Components: V, 5
Casting Time: 5 segmenfs
Saving Throw: None
Explanation/Description: Upon laying his or her hand upon a creature, the
cleric causes from 1 to B hit points of wound or other Injury damage to the
creature's body to be healed. This healing will not affect creatures without
corporeal bodies, nor will it cure wounds of creatures not living or those
which can be harmed only by iron, silver, and/or magical weapons, fot
reverse, cause light wounds, operates in the same manner; and if a person
is avoiding this touch, a melee combat "to hit" die is rolled to determine if
the cleric's hand strikes the opponent and causes such a wound. Note that
cured wounds are permanent only Insofar as the crealure does not sustain
further damage, ond that caused wounds will heal — or can be cured —
just as any normal injury will. Caused light wounds ore 1 to 8 hit points of
damage.
43
CLERIC SPELLS (1ST LEVEL)
CLERIC SPELLS (1ST UiVliU
D*t»c! Evil (Divinoiion) Reversible
Purify Food 1 Drink (Alteroiion ) Reversible
Level: J
Range: 12'*
Duration: I turn 4- X A turn/level
Area of Effect: V path
Components: V, S, M
Casting Time: ) round
Savrng Throw: None
Explanation /Description: This is o spell which discovers emanations of evil,
or of good in the case of the reverse spell, from any creature or object. For
example, evil alignment or an evilly cursed object will radiate evil, but a
hidden trap or an unintelligent viper will not. The duration of a detect evil
{or detect good) spell is 1 turn + turn (5 rounds, or 5 minutes) per level
of the cleric. Thus a cleric of 1st level of experience can cast a spell with a
lVa turn duration, al 2nd level o 2 turn duration, 2$$ at 3rd, etc. The spell
has o path of detection 1" wide in the direction in which the cleric is
facing. It requires the use of the cleric's holy (or unholy) symbol as its
material component, with the cleric holding it before him or her.
Detect Magic (Divination)
Leveh T
Range: 3"
Duration: \ rum
Areo of Effect: 1 " poth, 3" fongj
Components: V, S, M
Casting Time: J round
Saving Throw: None
Explanation/Description : When the detect magic spell is cast, the cleric
detects magical radiations in a path 1" wide, and up to 3" long, in the
direction he or she is facing. The caster can turn 60' per round. Note that
stonewalls of 1' or more ihickness. solid metal of but 1/12' thickness, or 3'
or more of solid wood will block thespelL The spell requires the use of the
clerfc's holy (or unholy) symbol.
Components: V, S
Casimg Time: 4 segments
Saving Throw: None
Light (Alteration) Reversible
Level: J
Range: IT'
Duration: 6 turns + 7 turn/level
Area of Effect: 2" radius globe
Explanation/Description: This spell causes excitation of molecules so as to
make ihem brightly luminous. The tight thus caused is equal to torch light
in bnghtness, but its sphere is limited to 4" in diameter. It lasts for the
duration indicated (7 turns al 1st experience level, 8 at 2nd, 9 at 3rd, etc. )
or until the caster utters a word to extinguish the light. The light spell is
reversible, causing darkness in the same area and under the same
conditions, except the blackness persists for only one-half the duration that
light would last. If ihls spell is cast upon a creature, the applicable magic
resistance and sovmg throw dice rolls must be made. Success indicates
lhai the spell affects the area immediately behind the creature, rather than
the creature itself. In all oiher coses, the spell takes effeci where the cosier
directs as long as he or she has a line of sight or unobstructed path for the
spell, light can spring from oir, rock, metal, wood, or olmost any similar
substance-
Level: I
Range: 3"
Duration: Permanent
Area of Effect: I cubic foot/level,
V square area
Components: V, S
Casting Time: 1 round
Saving Throw: None
Explanation/Description: When cast, the spell will make spoiled, rotten,
poisonous or otherwise contaminated food and/or water pure and suitable
for eaiing and/or drinking. Up to 1 cubic foot of food and/or drink can be
thus made suitoble for consumption. The reverse of the spell puirefres food
and drink, even spoiling holy water Unholy water is spoiled by purify
water.
Remove Fear ( Abjuration) Reversible
Level: F
Range: Touch
Duration: special
Areo of Effect: Creature touched
Components: V 4 S
Casting Time: 4 segments
Saving Throw: None
Explanation/Description: By touch, the cleric instills courage in the spell
recipient, raising the creature's saving throw against magical fear attacks
by +4 on dice rolls for 1 turn. If the recipient has already been affected by
fear, and foiled the appropriate saving throw, the touch allows another
saving throw lo be made, with a bonus of + 1 on the dice for every level of
experience of the caster, i.e. a 2nd level cleric gives 0+2 bonus, a 3rd
level +3, etc. A "to hit" dice roll must be made to touch on unwilling
recipient The reverse of the spell, cause fear, causes the victim to flee in
panic at maximum movement speed away from the caster for 1 round per
level of the cleric causing such fear Of course, cause fear can be
countered by remove fear and vice versa.
Reilit Cold (Alteration)
Level: J
Range: Touch
Duration: I rurn/Jeve/
Areo of Effect: Creature touched
Components: V, S, Art
Casting Time: 1 round
Saving Throw; None
Explanation/Description When this spell is placed on a creature by a
cleric the creature's body is mured to cold. The recipient can stand zero
degrees Fahrenheit without discomfort, even totally nude. Greater cold,
such as that produced by a sword of cold, ice storm, cold wand, or white
dragon's breath, must be saved against. All saving throws against cold are
mode with a bonus of 4- 3, and damage sustained is one-half ( if the saving
throw is not made) or one-quarter (if the saving throw is mode] of damage
normal from that attack form. The resistance lasts for 1 turn per level of
experience of the coster, A pinch of sulphur is necessary to complete this
spell.
Protection From Evil (Abjurotion) Reversible
Level: I
Range: Touch
Duration: 3 rounds/level
Area of Effect: Creature touched
Components: V r S, AA
Casting Time: 4 segments
Saving Throw: None
Explanation/Description: When this spell is cast, it acts as if it were a
magical armor upon ihe recipient. The protection encircles the recipient ot
a one foot distance, thus preventing bodily contact by creatures of an
enchanted or conjured nature such as aerial servants, demons, devrls,
djinn, efreet, elemenials, imps, invisible stalkers, night hags, quasiis.
salamanders, water weirds, wind walkers, and xorn. Summoned animals
or monsters are similarly hedged from the protected creaiure.
Furthermore, any and all attacks launched by evil creatures incur a penalty
of -2 from dice rolls "to hit" the protected creature, and any saving throws
caused by such attacks ore made at +2 on the protected creature's dice.
This spell can be reversed to become protection from good, although ir still
keeps out enchanted evil creatures as well. To complete this spell, the
cleric must trace a 3' diameter circle upon the floor (or ground} with holy
water for protection from evil, with blood for protection from good — or in
the air using burning incense or smoldering dung with respect lo
evil/good.
Sanctuary {Abjuration}
Level: I
Range: Touch
Duration; 2 rounds + J
round/ 1 eve J
Area of Effect: One creature
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None
Exp/anaffon/Descriptron: When the cleric casts a sanctuary spell, any
opponent musi make a saving throw versus magic in order to strike or
otherwise atiack him or her. If the saving throw is not made, the creaiure
will attack another and totally ignore the cleric protected by the spell. If
the saving throw is mode, the cleric is subject to normal attack process
including dicing for weapons lo hit, saving ihrows, damage Note thai this
spell does noi preveni the operation of area attacks ( fireball, ice storm,
etc.}. During ihe period of protection afforded by this spell, the cleric
cannot take offensive action, but he or she may use non-attack spells or
otherwise aci in any way which does not violate the prohibition against
offensive action. This allows ihe cleric lo heal wounds, for example, or to
biess, perform an augury, chant, cast o light in the area [noi upon an
opponentl), and so on. The components of the spell include the cleric's
holy/unholy symbol and a small silver mirror.
44
CLERIC SPELLS {2ND LEVEL}
CLERIC SPELLS (2ND LEVEL}
Second Level Spells:
Augury (Divination)
Level: 2
Range: 0
Duration: Special
Components: V, 5, M
Costing Time: 2 rounds
Saving Throw: None
Explanation/Description: The cleric casting an augury spell seeks to divine
whether an action in the immediate future (within 3 turns) will be for the
benefit of r or harmful to, the parly. The base chance for correctly divining
the augury is 70% r plus 1 % for each level of the cleric casting the spell, i.e.
7)% at 1st level, 72% at 2nd, etc. Your referee will determine any
adjustments due for the particular conditions of each OLrgury. For example,
assume thoi a parly is considering the destruction of o weird seal which
closes a portal Augury is used to find if weal or woe will be the ultimate
result to the party. The material component for augury is a set of gem-
inlaid sticks, dragon bones, or similar tokens, or the wet leaves of on
infusion which remain in the container after the infused brew is
consumed, If the last method is used, a crushed pearl of at least 100 g.p,
value must be added To the concoction before it is consumed.
Chant (Conjuration/Summoning)
Level: 2
Range: 0
Duration: 77m e of chanting
Area of Effect: 3" rod /us
Components: V, S
Casting Time; I turn
Saving Throw: None
Explanation/Description: By means of the chanf, the cleric brings into
being a special favor upon himself or herself and his or her party, and
causes norm to his or her enemies. Once the chant spell is completed, alt
attacks, damage and saving throws mode by those in the area of effect
who ore friendly to the cleric are at + ], while those of the cleric's enemies
are at -1, This bonus/penalty continues as long as the cleric coniinues to
chant the mystic syllables and is stationary. An interruption, however, such
os an attack which succeeds and causes damage, grappling the chanter, or
a magical sNence, will break the spell.
(Divination) Reversible
Level: 2
Range: 3"
Duration: ? turn
Area of Effect: One creature
Components: V, 5
Casting TEme: T round
Saving Throw: None
Explanation/Description: When used by a cleric, this spell will detect
whether or not a person or monster is under the influence of a charm spell
Up to 10 creatures can be thus checked before the spell wanes. The reverse
of the spell protects from such detection, but only a single creature can be
so shielded.
Find Traps (Divination)
Level: 2
Range: 3"
Duration: 3 turns
Area of Effect: I' path
Components: V* S
Casting Time: 5 segments
Saving Throw: None
Explanation/Description: When a cleric costs a find rrops spell, all traps —
concealed normally or magically — of magical or mechanical naiure
become visible to him or her. Note that this spell is directional, and the
caster must face the desired direction in order to determine if a trap is laid
Components: V, S, M
Costing Time: 5 segments
Saving Throw: Neg.
Hold Person (Enchantment/Charm)
Level: 2
Range: 6"
Duration: 4 rounds + T
round/Jevef
Area of Effect: One to three
creatures
Explanation/Description: This spell holds immobile, and freezes in j
from 1-3 humans or humanoid creatures (see below) for 5 or more melee
rounds. The level of the clerk casting the hold person spell dictates the
length of time the effect will lost. The basic duration is 5 melee rounds oi
1 si level, 6 rounds at 2nd level, 7 rounds at 3rd level, etc. If the spell is cast
at three persons, each gets a saving throw at the normal score; if only two
persons are being en spelled, each mokes their saving throw at -1 on their
die; if the spell is cast ot but one person, the saving throw die is at -2.
Persons making their saving throws ore totally unaffected by the spell
Creatures affected by a ho id person spelt are: brownies, dryads, dwarves,
elves, gnolls, gnomes, goblins, haif-elves, halflings, half-arcs, hobgoblins,
humans, kobolds, lizard men, nixies, ores, pixies, sprites, and troglodytes.
The spell caster needs a small r straight piece of <ron as the material
component of this spell.
Know Alignment ( Demotion} Reversible
Level: 2
Range: I"
Duration: 7 rum
Area of Effect: One
creature/ round
Components: V, S
Casting Time: T round
Saving Throw: None
Explanation/Description: A know alignment spell enables the cleric to
exactly read the auro of a person — human, semi-human, or non-human.
This will reveal the exact alignment of the person. Up to 10 persons can be
examined with this spell. The reverse totally obscures alignment, even
from this spell, of a single person for 1 turn, iwo persons for 5 rounds, etc.
Certain magical devices will negate the ability to know alignment.
Resist Hre (Alteration)
Level: 2
Range: Touch
Duration: J turn/level
Area of Effect: Creature touched
Components: V, S, N\
Casting Time: 5 segments
Saving Throw: None
Explanation Description When this spell is placed upon o creoiu-s bv 9
cleric, the creature's body Is toughened to withstand heat, and boiling
temperature is comfortable. The recipient of the resist fire spell can even
stand in the midst of very hot or magical fires such as those produced by
red-hot charcoal, a large amount of burning oil, flaming swords, fire
storms, fire ba Ms, meteor swarms, or red dragon's breath — but these will
affect the creature, to some extent. The recipient of the spell gains a bonus
of +3 on saving throws against such attack forms, and all damage
sustained is reduced by 50%; therefore, if the saving throw is not made,
the creature sustains one-half damage, ond if the saving throw is made
only one-quorter damage is sustained. Resistance to fire lasts for 1 turn for
eoch level of experience of the cleric placing the spelt. The coster needs a
drop of mercury as the material component of this spell.
Silence. 15' Radius (Alteration)
Level: 2
Range: T2"
Duration: 2 rounds/leve/
Area of Effect: 30' diameter sphere
Components: V, S
Casting Time: 5 segments
Saving Throw: None
Explanation/Description: Upon casting this spell, complete silence prevails
In the area of its effect. All sound is stopped, so all conversation is
impossible, spells cannot be cost, and no noise whatsoever issues forth,
The spell can be cast into the air or upon an object. The spell of silence
lasts for 2 rounds for each level of experience of the clerk, i.e. 2 rounds ot
1st level, 4 ot 2nd, 6 at 3rd, 8 at 4th and so forth. The spell can be cast upon
a creature, and the effect will then radiate from the creature and move as
it moves. If the creature is unwilling, it saves against the spell r and if the
saving throw is made, the spell effect locates about one foot behind the
torget creature.
Slow Poison (Necromantic)
Level: 2
Range: Touch
Du rot ion: J fiour/fevel
Area of Effect: Creature touched
Components: V, 5, M
Casting Time: t segment
Saving Throw: None
Explanation/Description: When this spell is placed upon a poisoned
individual it greatly slows the effects of any venom, even causing a
supposedly dead individual to hove life restored if it is cost upon the victim
within a number of turns less than or equal to the level of experience of
the cleric after the poisoning was suffered, i.e. o victim poisoned up to 10
turns previously could be temporarily saved by a 10th or higher level cleric
45
CLERIC SPELLS (2ND LEVEL/
CLERIC SPELLS (3RD LEVEL/
who cast stew poison upon the victim. White this spell does not neutralize
the venom, ii does prevent it from substantially harming the individual for
the durarian of its magic, but each turn the poisoned creaiure will lose 1 hit
point from the effecl of the venom (although the victim will never go
below 1 hit point while the sfow poison spell's duroiion lasts). Thus, in the
example above, the victim poisoned 10 turns previously hos only 10 hit
points, so when the 10th level cleric casts the spell, the victim remains with
1 hit point until the spell duration expires, ond hopefully during that period
a full cure can be accomplished. The material components of this spell are
the cleric's holy/unholy symbol and o bud of gorlic which must be crushed
and smeared on the victim's bare feet
Components; V, S
Costing Time: 5 segments
Soving Throw; None
Level: 2
Range: 3"
Duration: Special
Area of Effect: Special
Explanation/Description: When this spell is cast, a hypnotic pattern is set
up which causes one or more snakes to cease all activity except a semi-
erect postured swaying movement. If ihe snokes are charmed while in a
torpor, the duration of the spell is 3 to 6 lurns (d4 + 2); if the snakes are not
torpid, but are not aroused and angry, the charm lasts 1 to 3 turns; if the
snakes are ongry and/or attacking, the snake charm spell will last from 5
io 8 melee rounds [d4 + 4). The cleric casting the spell con charm snakes
whose hit points are less lhan or equal to those of the cleric. On the
average, a 1st level cleric could charm snokes wilh a total of 4 or 5 hit
points; a 2nd level cleric 9 hit poinls, a 3rd level 13 or 14 hit points, etc, The
hir points can represent a single snake or several of the reptiles, but the
total hit points cannot exceed those of the cleric costing the spell
Spoak With Animals (Alteration)
Level: 2
Range: 0
Duration; 2 rounds/level
Area of Effect: One animal within
3" radius of cleric
Components: V, S
Costing Time: 5 segm ems
Saving Throw: None
Explanation/Description: By employing this spell, the cleric is empowered
to comprehend and communicate wilh any warm or cold-blooded animal
which is not mindless (such as an amoeba), The cleric is able io ask
questions, receive answers, and generally be on amicable terms with the
animoL This ability lasts for 2 melee rounds for eoch level of experience of
the cleric employing ihe spelL Even if the bent of the animal is opposite lo
that of the cleric (evil/good, good/evil), it and any others of the same kind
with it will not attack while the spell lasts. If the animal is neutral or of the
same general bent as the cleric (evil/evil, good/good), there is o
possibility that the animal, and its like associates, will do some favor or
service far the cleric. This possibility will be determined by the referee by
consulting o special reaction chart, using the charisma of the cleric and his
actions as the mafor determinant. Note that this spell differs from speak
with monsters (q.v.), for it allows conversation only with basically normal,
non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so
on.
Spiritual Homm»r( Invocation)
Level: 2
Range: 3"
Duration: I round/levei
Area of Effect: One opponent
Components: V, 5, M
Casting Time: 5 segmenfs
Saving Throw: Special
Explonation/Oescription: By calling upon his or her deity, the cleric casting
a spiritual hammer spell brings into existence a field of force which is
shoped vaguely like a hammer. This area of force is hammer-sized, and as
long as the cleric who invoked it concentrates upon the hammer, it will
strike at any opponent within its range os desired by the cleric. The force
orea strikes os a magical weapon equal to one plus per 3 levels of
experience of the spell caster for purposes of being able to strike
creatures, although it has no magical plusses whatsoever "to hit", and the
damage it causes when it scares a hit is exactly the same as a normal wor
hammer, i e , 1-6 versus opponents of man-size or smaller, 1-4 upon larger
opponents. Furthermore, the hammer strikes al exactly the same level as
ihe cleric controlling it. |ust os if the cleric was personally wielding the
weapon As soon as the cleric ceases concentration, the spiritual hammer
is dispelled. Note; If the cleric is behind an opponent, the force can strike
from this position, thus gaining all bonuses for such an attack and negaiing
defensive protections such as shield and dexterity. The material
component of this spell is a normal wor hammer which the cleric must hurl
towards opponents whilst uttering a plea to his or her deity. The hammer
disappears when ihe spell is cost.
Third Leva! Sp»Hi:
Animate Dead (Necromantic)
Level: 3
Range: I' J
Duration: Permanent
Area of Effect: Special
Components: V, $, M
Casting Time: I round
Saving Throw: None
Explanation/Description; This spell creates the lowest of the undeod
monsters, skeletons or zombies, from the bones or bodies of dead humans.
The effect is to cause these remains to become animated and obey the
commands of the cleric casting the spell. The skeletons or zombies will
follow, remain in an area and attack any creature (or |ust a specific lype of
creature) entering Ihe place, etc The spell will animate the monsters unlil
they are destroyed or unlil ihe magic is dispelled. {See dispel magic spell).
The cleric is able to animate 1 skeleton or 1 zombie for each level of
experience he or she hos otlained. Thus, a 2nd level cleric can animate 2
of ihese monsters, a 3rd level 3, etc. The act of animoting dead is noi
basically a good one, and it must be used with careful consideration and
good reason by clerics of good alignment. It requires a drop of blood, a
piece of human flesh, and a pinch of bone powder or a bone shard to
compleie ihe spelL
Continual Ugh* {Alteration) Reversible
Level: 3
Range: 12"
Duration: Permanent
Area of Effect: 6" radius globe
Components: V, S
Casting Time: 6 segments
Saving Throw: None
Explanation/Description: This spell is similar to a light spell, excepi that it
lasts until negated [by a continual darkness or dispel magic spell) and its
brightness is very great, being nearly as illuminoting as full daylight. It can
be cast into air, onto an ob|ect, or at a creature. In the third case, the
continual light affects the space about one foor behind the creaiure if the
latter makes ils saving ihrow. Note thoi this spell will blind a creature if it is
successfully cast upon the visual organs, for example. Its reverse causes
complete absence of Hghl.
Create Food A Water (Alteration)
Level; 3
Range: )"
Duration: Permanem
Area of Effect: f cubic foot/level
Components: V, $
Casting Time: f turn
Saving Throw: None
Explanation/Description: When this spell is casL the cleric causes food
and/or water to appear. The food thus created is highly nourishing, and
eoch cubic foot of the material will sustain three human-sized creatures or
one horse-sized creature for a full day. For each level of experience the
cleric has attained, 1 cubic fool of food and/or water is created by the
spell, i.e. 2 cubic feet of food are created by a 2nd level cleric, 3 by a 3rd, 4
by a 4th, and so an; or the 2nd level cleric could create 1 cubic foot of food
and 1 cubic foot of water, etc.
Core Blindness (Abjuration) Reversible
Level: 3
Range*. Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V, 5
Casting Time: I round
Saving Throw: None
Explanation/Description: By touching the creature afflicted, ihe cleric
employing the spell can permanently cure most forms of blindness, lis
reverse, cause blindness, requires a successful touch upon Ihe victim, and
if the victim then makes the saving throw, the effect is negated.
Cure Dliease (Abjuration) Reversible
Level: 3
Range: Touch
Components: V, 5
Casting Time: f turn
46
CLERIC SPELLS (3RD LEVEU
CLERIC SPELLS (3RD LEVEL)
Durotion: Permanent
Area of Effect: Creature touched
Saving Throw: None
Explanation/Description: The cleric cures mosr diseases — including those
of a parasitic, bacterial, or viral nature — by placing his or her hand upon
the diseased creature. The affliction rapidly disappears thereafter, making
the cured creature whole and well in from 1 turn to 1 week, depending on
the kind of disease and the state of its advancement when the cure took
place, The reverse of I he cure disease spell is cause disease. To be
effective, the clerk must touch the intended victim, and the victim must
fail the saving throw. The disease caused will begin to affect the victim in
1-6 turns, causing the afflicted creature to lose 1 hit point per turn, and 1
point of strength per hour, until the creature Is at 10% of original hit points
and strength, at which time the afflicted is weak and virtually helpless.
DlipelMapJc [Abjuration)
Level: 3
Range: 6"
Duration: Permanent
Area of Effect: 3" cube
Components: V, S
Casting Time: 6 segments
Saving Throw: None
Explanation/Description: When a cleric casts this spell, it neutralizes or
negates the magic it comes in contact with as follows: A dispel magic will
not affect a specially enchanted item such as a scroll, magic ring, wand,
rod, staff, miscellaneous magic item, magic weapon, magic shield, or
magic armor. It will destroy magic potions (they ore treated as 12th level
for purposes of this spell), remove spells cast upon persons or objects, or
counter the casting of spells in the area of effect. The base chance for
success of a dispel magic spell is 50%. For every Level of experience of the
character casting the dispel magic above that of the creature whose magic
is to be dispelled {or above the efficiency level of the object from which
the magic is issuing), the base chance increases by 5%, so that if there are
10 levels of difference, there is a IOWq chance. For every level below the
experience/efficiency level of the creature/object, the base chance is
reduced by 2%. Note that this spell can be very effective when used upon
charmed and similarly beguiled creatures. It is automatic in negating the
spell caster's own magic
(Necromantic)
Level: 3
Range: Touch
Duration: I turn + 1 round/levet
Area of Effect: One person
Components: V, S, M
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: Except as noted above, this spell is the same os
the third level magic-user spell, (eign death {q.v.). Note that a character of
any level may be affected by the cleric costing this spell, and that the
material components ore a pinch of graveyard din and the clerk's
holy/unholy symbol.
Glyph of Wording (Abjuration-Evocation)
Level: 3
Range: Touch
Duration: Permanent until
discharged
Area of Effect: 25 square feet per
fevelof fhe spe// casfer
Components: V, S, M
Costing Time: Specie/
Saving Throw: Speaaf
Explanation/Description: A gfyph of wording is a powerful inscription
magically drawn to prevent unauthorized or hostile creatures from
passing, entering, or opening. It can be used to guard o small bridge, ward
on entry, or as a trap on a chest or box. When the spell is cast, the cleric
weaves a tracery of faintly glowing lines around the warding sigil. For
every square foot of area to be protected, ) segment of time is required to
trace the wording lines from the glyph, plus the initial segment during
which the sigil itself is traced. A maximum of a 5" X 5' area per level can
be warded. When the spell is completed, the glyph and tracery become
Invisible, but any creature touching the protected area without first
speaking the name of the glyph the cleric has used to serve as a ward will
be subject to the magic ii stores. Saving throws apply, and will either
reduce effects by one-half or negate them according to the glyph
employed. The cleric must use incense to trace this spell, and then sprinkle
the area with powdered diamond (at least 2,000 g.p. worth) if it exceeds
50 square feet. Typical glyphs shock for 2 points of electrical damage per
level of the spell caster, explode for a like amount of fire damage,
paralyze, blind, or even drain a life energy level (if the cleric Is of high
enough level to cast this glyph).
Locate Objact (Divination) Reversible
Level: 3
Range: 6" 4- 1'Vievel
Duration: 1 raund/level
Area of Effecl: Special
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None
Explanation/Description: This spell aids in location of a known or familiar
object. The cleric casts the spell, slowly turns, and knows when he or she is
facing in the direction of the object to be located, provided the object is
within range, i.e. 7" for 1st level clerks, 6" for 2nd, 9" for 3rd, etc. The
casting requires the use of a piece of lodestone. The spell will locate such
objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or
stairway. By reversal (obscure abject), the cleric is able to hide on object
from location by spell, crystal boll, or similar means. Neither application of
the spell will affect a living creature.
Prayer (Conjuration/Summoning)
Level: 3
Range: 0
Duration; 1 round/We/
Area of Effect: 6 "radius
Components: V, S, M
Casting Time: 6 segmenfs
Saving Throw: None
Explanation/Description: This spell exactly duplicates the effects of a chonf
with regard to bonuses of 4- 1 for friendly attacks and saving throws and -1
on like enemy dice. However, once the prayer is uttered, the cleric can do
other things, unlike a chant which he or she must continue to make the
spell effective. The cleric needs a silver holy symbol, prayer beads, or a
similar device as the material component of this spell.
Remove Cunt (Abjuration) Reversible
Level; 3
Range: Touch
Duration: Permanent
Area of Effect: Special
Components: V, S
Casting Time: 6 segments
Saving Throw: Specie/
Explanation/Description: Upon casting this spell, the cleric is usually able
to remove a curse — whether it be on an object, a person, or in the form of
some undesired sending or evil presence. Note thai the remove curse spell
will not affect a cursed shield, weapon or suit of armor, for exomple,
although the spell will typically enable the person afflicted wiih any such
cursed item to be rid of it. The reverse of ihe spell is not permanent; the
bestow curse lasts for 1 turn for every level of experience of the cleric
using the spell. It will lower one ability of the victim to 3 (your DM will
determine which by random selection) 50% of the time; reduce the
victim's "to hit" and saving throw probabilities by -A 25% of the time; or
make Ihe victim 50% likely per turn to drop whatever he, she, or it is
holding (or simply do nothing in the case of creotures not using tools) 25%
of the time. It is possible for a cleric to devise hts or her own curse, and it
should be similar in power to those shown. Consull your referee. The
targei of a besrow curse spell must be touched. If the victim is touched, a
saving throw is still applicable; and if It is successful, the effect is negated.
47
CLERIC SPELLS (3RD LEVEL)
CLERIC SPELLS (4TH LEVEL)
Speak With The Deed (Necromantic)
Level: 3
ftange: }
Duration: Special
Area of Effect: One creature
Components: V, S, M
Casting Time: I turn
Saving Throw: None
Explanation/Description: Upon casting a speak wrth the dead sped, the
cleric is able to ask several questions of a dead creature in a set period of
time and receive answers according to ihe knowledge of thai creature. Of
course, the cleric must be able to converse in the language which the dead
creature once used. The length of time the creature has been dead 3s a
factor, since only higher level clerics can converse with the long-dead.
Likewise, the number of questions which can be answered and the length
of time in which the questions can be asked ore dependent upon the level
of experience of the cleric. The cleric needs o holy symbol and burning
mcense in order to cast this spell upon the body, remains, ox portion
Level a*
Maximum Length of
Time
Number of
Experience
Time Dead
Questioned
Question!
upto7lh
\ week
1 round
2
7th ^ 8th
1 month
3 rounds
3
9th — 12th
) yeaf
1 lurn
4
13th— 15th
1 0 years
2 turns
5
loth 20th
100 years
3 turns
6
2Ui and up
1,000 years
6 turns
7
Fourth Level Spells:
Cure Serious Wounds (Necromantic) Reversible
level: 4
Range: Touch
Duration; Permanent
Area of Effect: Creature touched
Components: V,S
Costing Time: / segments
Saving Throw: None
considering the facts regarding actual area being divined. If the result is
not correct, inaccurate Information will be obtained. The materia!
components of the divination are a sacrificial creature, incense, and the
holy symbol of the cleric. If an unusually poteni divination is attempted,
sacrifice of particularly valuable gems or jewelry and/or magic items may
be required.
Components: V, S, M
Casting Time: t- 100+ turns
Saving Throw: None
Level: 4
Range: |
Duration: Permonenr
Area of Effect: One creature or
object
Explanation/Description: The spell of exorcism will negate possession of a
creature or an object by any outside or supernatural force. This includes
control of a creoture by some force in an object, possession by magic /or
(q.v.) spell, demonic possession, curse, and even charm, for the exorcise
spell is similar to a dispel magic spell. Furthermore, it will off ect a magical
item if such is the object of the exorcism. Thus a soul object of any sort
which comes under successful exorcism will moke the life force of the
creature concerned wholly inhabit its nearest material body, wholly and
completely. (Cf. ADVANCED DUNGEONS t DRAGONS, MONSTER
MANUAL, DemonJ The exorcise spell, once begun, cannot be interrupted,
or else it is spoiled and useless. The base chance for success is a random
1% to 100%, Each turn of exorcism the dice ore rolled, and if the base
chance number, or less, is rolled, the spell is successful. Base chance of
success is modified by -1% for each level of difference between the
cleric's level of experience and the level of the possessor or possessing
magic, where the smaller number is the cleric's level. In the obverse, a
+ 1% cumulative is added. The referee can determine base chance
according to the existing circumstances if he or she so desires. Material
components for this spell are the holy object oHhe cleric and holy water
(or unholy, in the case, of evil clerics, with respect to object and water). A
religious anifact or relic can increase the chance of success by from \% to
50%, according to the power of the artifact or relic.
Explanation/Description: This spell is a more potent version of ihe cure
light wounds spell (q.v.) Upon laying his or her hand upon a creature, the
cleric causes from 3 to 17 (2d8+l) hit points of wound or other injury
damage lo the creature's body to be healed. This healing will affect only
those creatures listed in the cure fight wounds spell explanaiion. Cause
serious wounds, the reverse of the spell, operates similarly to the cause
light wounds spell, the viclim hoving to be touched first, and if the touch is
successful, it witl inflict 3 to 17 hit points.
Defect Lie (Divination) Reversible
Level: 3
Range: 3"
Du rot ion: 1 round/level
Area of Effect: One person
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None
Explanation/Description: When the cleric employs this spell, the recipient
is immediately able to determine if truth is being spoken. The spell lasts
one round for each level of experience of the cleric casting the defect lie.
Gold dust is necessory for this spell. Its reverse, undetectable tie, makes
bald-face untruths seem reasonable, or simply counters the detect tie spell
powers. The reverse spell requires brass dust as its material component.
DMnation (Divination)
Level: 4
Range: 0
Duration: Special
Area of Effect: Special
Components: V, S, M
Casting Time: I turn
Saving Throw: None
Explanation/Description: Similar to on augury spell, a divination spell is
used to determine information regarding an area. The area can be a small
woods, large building, or section of a dungeon level. In any cose, its
location must be known, The spell gives Information regarding the relative
strength of creatures in the area; whether a rich, moderate or poor
treasure is there; and the relative chances for incurring the wrath of evil or
good supernatural, super powerful beings if the area is invaded and
attacked. The base chance for correct divination is 60%, plus 1% for each
level of experience of the cleric casting the spell, i.e. 65% at 5th level, 66%
at 6th, etc, The Dungeon Master will make adjustments to this base chance
Lower Water (Alteration) Reversible
Level: 4
Range; 12"
Duration: I tumAevet
Area of Effect: 1" X V
squore/tevei area
Components: v", S, M
Casting Time: 1 turn
Saving Throwr None
Explanation/Description: The cleric casting a lower water spell causes
water or similar fluid in the area of effeel to sink away. Lowering is 5% of
original effect for every level of experience of the cleric, i.e. 40% at 8th
level, 45% at 9th, 50% at 10th, etc. The effect of the spell lasts for 1 turn for
each level of experience of the cleric costing It. Likewise, the area of
effect increases by level of experience, an 8th level cleric affecting an
area of B" X 8", a 9th level an area of 9" X 9'\ and so forth. Material
components of this spell are the cleric's religious symbol and a pinch of
dust. The reverse of the spell causes the water or similar fluid to return to
its normal highest level, plus one foot for every levei of experience of the
ciertc costj ng iir
Neutralise Poison (Alteration) Reversible
Level: 4
Range: Touch
Duration: Permanent
Area of Effect: Creature touched or
I cubic foot of substance/2 levels
Components: V, S
Costing Time: 7 segments
Saving Threw: None
Explanation/Description: By means of a neutralize poison spell, the cleric
detoxifies any sort of venom in the creature or substance touched. Note
that an opponent, such as a poisonous repfile or snake (or even an
envenomed weapon of an opponent) unwilling lo be so touched requires
the cleric to score a hit in melee combat. Effects of the spell are permanent
only with respect to poison existing in the touched creature at the time of
the touch, i.e, creatures (or objects) which generate now poison will not
be permanenily detoxified. The reversed spell, poison, likewise requires
an attack (a "to hit" touch which succeeds), and the victim Is allowed a
saving throw versus poison. 1f the latter is unsuccessful, the victim is killed
by the poison.
43
CLERIC SPELLS (4TH LEVEL)
CLEXIC SPELLS (STB LEVEL)
Protection From Evil, 10'
(Abjuration) Reversible
Level: 4
Range; Touch
Duration; 1 turn/level
Area of Effect: 30' diameter sphere
Components: V, M
Casting Time: 7 segments
Saving Throw: None
Explanation/Description: The globe of protection of this, spell is Identical in
oil respects to a protection from evil (q.v.) spell, except that it
encompasses o much larger area and the duration of ihe projection from
evil, )0' radius spell is greater. To complete this spell, the cleric musl trace
a circle 20* in diameter using holy woler or Mood, incense or a
dung as according to the protection from evil spell.
Speak With Plants (Alteration)
Level: 4
Range: 0
Duration: T round/level
Areo of Effect: 6" diameter circle
Components: V t S, M
Casting Time: ? rum
Saving Throw: None
Explanotion/Descriplion; When cast, a speak with plants spell enables the
cleric to converse, in very rudimentary terms, wilh afl sorts of living
vegetables- Thus, the cleric can question plants as la whether or not
creatures have passed through them, cause thickets to part to enable easy
passage, require vines to entangle pursuers, and similar things. The spell
does not enable the cleric to animate non-ambulatory vegetation. The
power of (he spell lasts for 1 melee round for each level of experience of
the clerk who cast it. All vegetation within the area of effect are under
command of the spall, The material components for this spell are a drop of
water, a pinch of dung, and a flame.
Stick i To Snakes (Alteration) Reversible
Level: 4
Range; 3"
Duration: 2 rounds/level
Area of Effect: I cubic "
Components: V,$,M
Costing Time: / segments
Saving Throw: None
Explanation/Description; By means of this spell the cleric is able to change
\ stick to a snake for each level of experience he or she has attained, i.e. a
9th level cleric can change 0 sticks into ° snakes. These snakes will attack
as commanded by the cleric There must, of course, be sticks or similar
pieces of wood (such as torches, spears, etc.) to turn into snakes. Note that
magical items such as staves and spears which are enchanted are nof
affected by the spell. Only sticks within the area of effect will be changed.
The probability of a snake thus changed being venomous is 5% per level of
experience of the spell caster, so that there is a 55% probability of any
given snake created by the spell being poisonous when sticks ore turned to
snakes by on 11th level cleric, 60% at 12th level, etc. The effect lasts for 2
melee rounds for each level of experience of the spell caster. The material
components of the spell are a small piece of bark and several snake
scales. The reverse changes snakes to sticks for the duration appropriate,
or It negates the sf/cks to snakes spelt according to the level of the cleric
countering the spell, i.e. a 10th level cleric casting the reverse spell can
turn only 10 snakes back to sticks.
Tongues {Alteration) Reversible
Levels
Range: 0
Duration; \ turn
Area of Effect: 6" diameter circle
Components: V, 5
Costing Time: /segments
Saving Throw: None
Explanation/Description: Thfc spell enables the cleric to speak the
language of any creature inside the spell area, whether it is a racial
tongue of an alignment language. The reverse of the spell cancels the
effect of the tongues spell or confuses verbaf communication of any sort
within the area of effect
Fifth Level Spells:
I (Abjuration)
Level: 5
Range: Touch
Duration: Permanent
Area of Effect: One person
Components: V, £, Art
Casting Time: J turn
Saving Throw: None
Explanation/Description: This spell is used by the cleric to remove the onus
of unwilling or unknown deeds from the person who is the subject of the
atonement. The spelt will remove the effects of magical alignment change
as well. The person far whom atonement is being made must be either
truly repentant or not in command of his or her awn will so as la be able to
be repentant. Your reterse will judge thts spell in Ihis regard, noting any
pasi instances of Its use upon the person. Deliberate misdeeds and acts of
knowing and willful nature cannot be atoned for with this spell. The
material components of this spell ore the cleric's religious symbol, prayer
beads or wheel or book, and burning incense.
(Divination)
Level: 5
Range: 0
Duration: Special
Area of Effect: Spec ia/
Components: V, S, Art
Costing Time: 1 turn
Saving Throw: None
Explanation/Description: fly use of a commune spell the cleric is able to
contact his or her divinity — or agents thereof — and request information
m the form of questions which can be answered by o simple "yes" or
"no". The cleric is allowed one such question for every level of experience
he or she has attained. The answers given will be correct. It is probable
that the referee will limit the use of commune spells to one per adventure,
one per week, or even one per month, for the "gods" dislike 1
interruptions, The material components necessary to a c
the cleric's religious symbol, holy/unholy water, and incense.
Level: 5
Range; Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V, S
Casting Time: 8 segments
Saving Throw: None
on: The cure critical wounds spell is a very potent
version of the cure light wounds spell (q.v.). The cleric lays his or her hand
upon a creature and heals from 6 to27{3d8+3) hit points of damage from
wounds or other damage. The spell does not affect creatures excluded in
the cure light wounds spell explanation. Its reverse, cause serious wounds,
operates in the same fashion as other cause wounds spells, requiring a
successful touch to inflict the 6-27 hit points of damage. Caused wounds
heal as do wounds of other sorts.
Dispel Evil (Abjuration) Reversible
Level: 5
Range: Touch
Duration: I round/level
Area of Effect: Creature touched
Component: V, S, M
Casting Time: 8 segments
Soving Throw: Neg.
Explanation/Description: The cleric using this spell causes summoned
crealures of evil nature, or monsters enchanted ond caused to perform evil
deeds, to return to their own plane or place. Examples of such creatures
are: aerial servants, demons, devils, djinn, afreet, elemental, and
invisible stalkers. Note that this spell lasts for 1 melee round for each level
of experience of the caster, and while the spell is in effect all creatures
which could be affected by it attack at o -7 penalty on their "to hit" dice
when engaging the spell coster. The reverse of the spell, dfSpef good,
functions against summoned or enchanted crealures of good alignment or
sent to aid the cause of good. The material components for this spell ore
rhecU
{Evocation)
Level: 5
Range: 6"
Duration: t segment
Area of Effect: 1" diameter by 3"
high column
Components: V, S, M
Casting Time: 6 segments
Saving Throw: 4
Explanation/Description: When the cleric calls down a flame strike spell, a
column of fire roars downward in the exact location called for by the
caster, If any creature Is within the area of effect of a flame strike, if must
make a saving throw. Failure to make the save means the creature has
sustained 6-48 (6d8) hit points of damage; otherwise, 3-24 |3d8) hit points
of damage are taken. The material component of this spell Is a pinch of
sulphur.
49
CLERIC SPEUS (STH LEVEL}
CLERtC SPELLS {6TH LEVEL)
Plogu* (Conjuration/Summoning)
Roi*« Dead (Necromantic) Reversible
Level: 5
Range; 36"
Duration: I turn/level
Area of Effect: 36" diameter, 6"
high cloud
Components^ V, 5, M
Casting Time; J turn
Saving Throw: None
Expfa not ion/ Description: When this spell is cast by the cleric, a horde of
creeping, hopping, and flying insects swarm in a thick cloud. These insects
obscure vision, limiting it to 3". Creatures within the insect plague sustain
1 hit point of damage for each melee round they remain in it due to the
bites and stings of the insects, regardless of armor class. The referee will
cause all creatures with fewer than five hit dice to check morale. Creatures
with two or fewer hit dice will automatically move-at their fastest possible
speed in a straight line in a random direction until they are not less than
24" distant from the cloud of insects. Creatures with fewer than five hit
dice which foil their morale check will behave likewise. Heavy smoke will
drive off insects within Its bounds. Fire will also drive insects away; a wait
of fire in a ring shope will keep the insect plague outside its confines, but a
fire ball will simply clear insects from its blast area far 1 turn, Lightning and
cold/ice act likewise. The plague losts for 1 turn for each level of
experience of the cleric cosiing the spell, and thereafter the insects
disperse. The insects swarm in an area which centers around a summoning
point determined by the spell caster, which point can be up to 36" distant
from the cleric. The rnsecr p/ogue does not move thereafter for as long as it
lasts, Nole that the spell can be countered by casting a dispel magic upon
the summoning point. A cube of force (a special magic item) would keep
insects awoy from a character seeking the center of the swarm, but
invisibility would afford no protection, The material components of this
spell are a few grains of sugar, some kernels of grain, and a smear of fgi.
Plane Shift (Alteration)
Level: 5
Range: Touch
Duration: Permanent
Area of Effect: Creature touched
(special}
Components: V,S,M
Casting Time: 8 segments
Saving Throw: None
Explanation/Description: When the plane shift spell is cast, ihe cleric
moves himself or herself or some other creature to another plane of
existence. The recipient of the spell will remain in the new plane until sent
forth by some like means. If several persons link hands in a circle, up to
seven can be affected by the plane shift ol Ihe same lime. The material
component of this spell is o smoll, forked metal rod — the exact size and
metal type dictating to which plane of existence the spell will send the
affected creature(s) to. (Your referee will determine specifics regarding
how and what planes are reached.) An unwilling victim musl be touched
in order to be sent thusly; and in addition, the creature also is allowed a
saving throw, and if the latter is successful the effect of the spell is
negated.
Quest { Enchantment/Charm)
Level: 5
Range: 6"
Duration: Until fulfilled
Area of Effect: One creoture
Components: V, S, M
Casting Time: 8 segments
Saving Throw: Neg
Explanation/Description: The quest is o spell by means of which the cleric
requires the affected creoture to perform a service and return to the cleric
with proof that the deed was accomplished, The quest can, for example,
require the location and return of some Importanl or valuable abject, ihe
rescue of a notabie person, the release of some creoture, the capture of a
stronghold, the slaying of a person, the delivery of some Item, and so
forth. If the quest is not properly followed due lo disregard, delay, or
perversion, the creature offected by the spell loses 1 from its saving throw
dice for each day of such action, and this penalty will noi be removed until
the quest is properly discharged or the cleric cancels it. [There are certain
circumstances which will temporarily suspend a quest, and other which
will discharge or cancel it; your Dungeon Master will give you appropriaie
information as the need to know arises,) The material component of this
spell is the cleric's religious symbol.
Level: 5
Range: 3
Duration: Permanent
Area
Components: V, S
Casting Time: j round
Saving Throw: Special
Explanation/Description* When the cleric casts a raise dead spell, he or
she can restore life to a dwarf, gnome, half-elf, halfling, or human. The
length of time which the person has been dead is of importance, as the
cleric can raise dead persons only up to a certain point, the limit being 1
day for each level of experience of the cleric, i.e. a 9th level clerk can
raise a person dead for up to 9 days. Note that the body of the person must
be whole, or otherwise missing parts will still be missing when the person
is brought back to life. Also, the resurrected person must make a special
saving throw to survive the ordeal (see CHARACTER ABILITITIES.
Constitution), furthermore, the raised person is weak and helpless in any
event, and he or she will need one full day of rest in bed for each day he
or she was dead. The somatic component qf the spell is a pointed finger.
The reverse of the spell, slay living, allows the victim a saving throw, and if
n is successful, the victim sustains damage equal only to thot caused by a
cause senous wounds spell, i,e, 3-17 hit points. An evil cleric can freely use
the reverse spell; o good cleric must exercise extreme caution in its
employment, being absolutely certain thot the victim of the slay living
spell is evil and that his or her death is a matter of great necessity and for
good, otherwise the olignment of the cleric will be sharply chonged. Note
thai newly mode undeod, excluding skeletons, which fall within the days
of being dead limit are affected by raise dead spells cost upon them. The
effect of the spell is to cause them to become resurrected dead, providing
Ihe constitution permits survival; otherwise, they are simply dead.
Tni#
(Divination) Reversible
Level: 5
Range: Touch
Duration: J round//eveJ
Area of Effect: 12" sight range
Components: V,S f M
Casting Time: 8 sej
Saving Throw: None
Explanation/Description: When the cleric employs this spell, all things
within the area of the true seeing effect oppear as they actually are. Secret
doors become plain. The exact location of displaced things is obvious.
Invisible things and those which are astral or ethereal become quite
visible. Illusions and apparilrons are seen through, Polymorphed,
changed, or magicked things ore apparent. Even the aura projected by
creatures becomes visible, so that Ihe cleric is able to know whether they
are good or evil or between. The spell requires an ointment for the eyes.
The ointment is made from very rare mushroom powder, saffron, ond fat.
The reverse of the spell, faJse seeing, couses the person to see things as
they are not, rich being poor, rough smooth, beautiful ugly. The ointment
for the reverse spell is concocted of oil, poppy dust, and pink orchid
essence. For both spells, the ointment must be aged for 1 ~o months.
Sixth L ove I Spell si
Aerial Servant (Conjuration/Summoning)
Level; 6
Range: J r '
Duration: f day 'level
Area of Effeci: Special
Components: V t S
CaslingTime: 9 segments
Saving Throw: None
Explanation/Description: This spell summons an invisible aerial servant
(see ADVANCED DUNGEONS ft DRAGONS, MONSTER MANUAL) to do
the bidding of the cleric who conjured it. The creature does not f Ighl, but it
obeys the command of the cleric with respect to finding and returning with
whatever object or creature that is described to it. Of course, the object or
creoture musl be such as to allow the aerial servant to physically bring It to
the cleric or his or her assign. The spell caster should keep in mind the
consequences of having an aerial servant prevented, for any reason, from
completion of Ihe assigned duty. The spell lasts for a maximum of 1 day for
each level of experience of the cleric who cast it. The aerial servant returns
to its own plane whenever the spell lapses, its duty is fulfilled, It is
dispelled. Ihe cleric releases it or the cleric is slain. The cleric must have a
protection from evil spell, or be within a mogic circle, thaumaturgic
triangle, or pentagram when summoning on aerial servant unless the
cleric has his or her religious symbol or a religious artifact or relic to use to
50
CLERIC SPELLS (6TN LEVEL}
CLERIC SPELLS (6TH LEVEL)
control the creature. Otherwise, the crealure will slay its summoner and
return from whence it come. The aerial servant will always attack by
complete surprise when sent on o mission, and gain the benefit of 4 free
melee rounds unless the creature involved is able to detecl invisible
objects, in which cose o six-sided die is rolled, and 1 = 1 free round, 2=2
free rounds, 3=3 free rounds, 4—4 free rounds, and 5 or 6 = 0 free
rounds (the opponent is not surprised at all). Each round ihe oena\ servant
must dice to score a hit, and when o hit is scored, it means the aerial
servant has grabbed ihe item or crealure it was sent to take and bring back
lo ihe cleric. If a creature is involved, the aerial servant's strength is
compared to ihe strength of the creature lo be broughl. If the creature in
question does not have o strength rating, roll the appropriate number of
the correct type of hit dice for the aerial servant ond for the creature ii has
grabbed. The higher total is the stronger.
Animate Object {Alteration )
Level: 6
Range: 3 "
Duration: I round/level
Area of Effect: J cubic footle vef
Components: V, $
Casting Time: 9 segments
Saving Throw: None
Explanation/Description; This powerful spell enables the cleric casting it lo
imbue inanimate objects with mobility and a semblance of life. The
animaied object, or objects, then attack whomever or whatever ihe cleric
f irsi designates. The object con be of any material whatsoever wood,
metal, Stone, fobric, leather, ceramic, glass, eic. The speed of movement
of ihe object is dependent upon its means of propulsion and Its weight. A
large wooden table would be raiher heavy, but its legs would give it
speed. A rug could only slither along. A [or would roll. Thus a lorge sione
pedestal would rock forward at 1" per round, a stone siaiue would move
at 4" per round, a wooden statue 8" per round, an ivory stool of light
weight would move at 12". Slithering movement is about T J to 2" per
round, roiling 3" to 6" per round. The damage caused by the attack of an
animaied object is dependent upon Its form and composition. Light, supple
objects can only obscure vision, obstruct movemeni, bind, trip, smother,
etc. Light, hard objects can fall upon or otherwise sirike for 1-2 hit points of
damage or possibly obstruct and trip as do light, supple objects. Hard,
medium weighi objects can crush or sirike for 2^8 hit points of damage,
those larger and heavier doing 3-12, 4-16 r or even 5-20 hit poinrs of
damage. The frequency of attack of animated objects is dependent upon
their method of locomohon. appendages, and method of attack. This
varies from as seldom as once every five melee rounds to as frequenily as
once per melee round. The armor class of Ihe object animated is basically
a function of material and movement ability with regard to hitting.
Damage is dependent upon ihe type of weapon and the object struck. A
sharp cuiting weapon is effective against fabric, leather, wood and like
substances. Heavy smashing and crushing weapons are useful agamsi
wood, stone, and metal objects. Your referee will deiermine all of these
factors, as well as how much damage the animated object can sustain
before being destroyed. The cleric can animate 1 cubic foot of moier iai for
each level of experience he or she has attained. Thus, a Uth level cleric
could animate one or more objects whose solid volume did noi exceed U
cubic feet, i.e. a large statue, two rugs, three chairs, or a dozen average
crocks.
Blad»Borri»r (Evocation)
Level: a
Range: 3"
Duration: 3 rounaV revel"
Area of Effect: Special
Components: V, S
Casting Time: 9segmenrs
Saving Throw: None
Explanaiion/Description:The cleric employs this spell to set up a wall of
circling, razor-sharp blades. These whirl and flash in endless movement
around an immobile point. Any creature which attempts lo pass through
the bfode barrier suffers 8-64 (8d8) hit points of damoge in doing so. The
barrier remains for 3 melee rounds for every levei of experience of the
cleric casting 11. The barrier con cover any area from as small as 5' square
to as large as 2" square, i.e. 20' X 20' under ground, 60' X 60 r outdoors.
Con|ure Anlmali (Conjuration/Summoning)
Level: 6
Range: 3"
Duralion: 2 rounds/ level
Area of Effect: Speciar
Components: V, S
Casting Time: 9 segments
Saving Throw: None
Explanation/Description: The conjure ontmah spell enables the cleric to
summon a mammal, or several of them, to his locale in order that the
crealure(s) can attack the cleric's opponents. The conjured onimal(s)
remain in the cleric's locale for 2 melee rounds for each level of experi-
ence of the cleric conjuring it {them), or until slain. The spell caster can, by
means of his incantaiion, call up one or more mammals with hit dice
whose total does noi exceed his or her level. Thus, □ cleric of 12th level
could conjure one mammal with 12 hrt dice, two with 6 hit dice each, three
with 4 hit dice each, 4 with 3 hit dice each, six with 2 hit dice each, or 12
with 1 hit die each. For every + 1 (hit point) of a creature's hit dice, count
1/4 of a hit die, i.e. a creature with 4 +3 hit dice equals a A 3/4 hil dice
creature. The creolure(s) summoned by the spell will unfailingly attack the
opponents) of the cleric by whom the spell was cast.
Find The Perth (Divinaiion) Reversible
Level: 6
Range: Touch
Duration: i rurn/fevei
Area of Effect: Creature touched
Components; V, S, M
Costing Time: 3 rounds
Saving Throw: None
Explanotion/Descripiion: By use of this spell, the cleric is enabled to find
Ihe shortesi, most direct route that he or she is seeking, be it ihe way to or
from or out of a locale. The locale can be outdoors or underground, a trap
or even a maze spell. The spell will enable the cleric to seleci the correct
direction which will eventually lead him or her to egress, the exact path to
follow (or actions lo take), and this knowledge will persist as long as the
spell lasts, I.e. 1 turn for each level of experience of the cleric casting frnd
the path. The spell frees the cleric r and ihose with him or her from a maze
spell in a single melee round and will continue to do so as long as ihe spell
lasts. The material component of this spell is a set of divination counters of
the sort favored by the cleric — bones, ivory counters, sticks, carved runes,
or whatever. The reverse, lose the path, makes the creature touched totally
lost and unable to find its way for the duration of the spell, ollhough it can
be led, of course.
Heal (Necromantic) Reversible
Level : 6
Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V, S
Casting Time: } round
Saving Throw: None
Explanation/Description: The very poteni heol spell enables the clerk to
wipe away disease and in|ury in the creature who receives the benefits of
the spell. It wilt completely cure any and all diseases and/or blindness of
the recipient and heal all hit points of damage suffered due to wounds or
injury, save 1 to 4 (d4). It dispels a feeblemind spell. Naturally, the effects
can be negated by later wounds, m|unes r and diseases. The reverse, harm,
infects the victim with a disease and causes loss of all hit points, as
damage, save 1 to 4 {64), If a successful touch is inflicted. For creatures not
affected by the heal (or harm; spell, see cure light wounds.
Port Water (Alteration)
Level: 6
Range: 2"/ level
Duration: J turn/level
Area of Effect: Special
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None
Explanation/Description; By employing a parr water spell, the cleric is able
10 couse woler or similar liquid to move apart, thus forming a trough. The
depth and length of ihe trough created by the spell is dependent upon the
level of the cleric, and a irough 3' deep by 1' by 2" (20' or 20 yards) is
created per level, i.e. ot 1 2th level the cleric would parr water 36' deep by
1 2' wide by 24" (240' or 240 yards) long. The Irough will remain as long as
ihe spell lasts or until ihe cleric who cost it opts to end its effects (cf t
mogfc). The material component of this spell is the cleric's
symbol.
Speak With Montter* (Alteration)
Level: 6
Range: 3" radius
Duration: 1 round/hvef
Components: V, S
Casting Time: 9 segments
Saving Throw: None
Explanation/Description: When cosi, the speak with monsters spell allows
the cleric to converse with any type of creature which has any form of
communicative ability. That is, the monster will understand the inteni of
51
CLERIC SPELLS (6TH LEVEL}
CLERIC SPELLS (7TH LEVEL)
what is said to it by the cleric. The creature or creatures thus spoken to will
be checked by your referee in order to determine reaction AM creatures of
the same type as that chosen by the cleric to speak to can likewise
understand if they are within range. The spell lasts for 1 melee round per
level of experience of the cleric casting tt H and during its duration
conversation can toke place as the monster is able and desires.
Stone Tell (Divination)
Level: 6
Range: Touch
Duration: I turn
Area of Effect: One cubic yard of
stone
Components: V, 5, M
Casting Time: T turn
Saving Throw: None
Explanation/Description: When the cleric costs a stone tell upon an area,
the very stones will speak and relate to the coster who or what has touched
them as well as relfing what is covered, concealed, or simply behind the
place ihey are. The stones will relate complete descriptions as required.
The material components for this spell are a drop of mercury and o bit of
clay.
Word Of Recall (Alteration)
si:6
Range: 0
Duration: Special
Area of Effect: Spec ial
Components; V
Costing Time: f segment
Saving Throw: None
Explanation/Description: The word of recoil spell takes the cleric instanily
back to his or her sanctuary when the word is uttered, The sanctuary must
be specifically designated in advance by the clerk. It must be a well
known place, but it con be any distance from the cleric, above or below
ground Transportation by the ward of recall spell fs infallibly safe, The
cleric is able io transport, in addition to himself or herself, 250 gold pieces
weight cumulative per level of experience. Thus, o 15th level cleric could
transport his or her person and 3,750 (375 pounds) gold pieces weight in
addition; this extra matter can be equipment, treasure, or living material
such as another person*
Seventh Level Spell si
Aitrol Spell (Alteration)
level: 7
Range: Touch
□uralion: Special"
Area of Effect: Spec lot
Components: V, S
Costing Time: 3 turns
Saving Throw: None
Explanation/Description: By means of ihe astro) spell a cleric is able to
project his or her astral body into the Astro/ Plane, leaving hts or her
physical body and material possessions behind on the Prrme Material
Plane, (the plone on which the entire universe and all of its parallels have
existence]. Only certain magic Hems which have multi-planed existence
can be brought into the Astral Plane. As the Astro/ Plane touches upon all
of the first levels of ihe Outer Planes, the cleric con Travel astrally lo any of
these Outer Planes as he or she wills. The cleric then leaves the Astral
Plane, forming o body on the plane of existence he or she fias chosen to
enter. It is also possible to travel astrally anywhere in the Prime Material
Plane by means of the astral spell, but a second body cannot be formed on
the Prime Material Plane. As a general rule, a person astrally projected
can be seen only by creatures on the Astral Plane. At oil times the astral
body is connected to the material by a silvery cord. If the cord is broken,
the affected person is killed, astrally and materially, but generally only the
psychic wind con normally cause the card to break. When o second body is
formed on o different plane, ihe silvery cord remains invisibly attached to
the new body, and the cord simply returns to the latter where it rests on the
Prime Material Plane, reviving it from its state of suspended animation.
Although astrally projected persons are able to funciion on the Astral
Plone, their actions do not offect creatures not existing on the Asrraf Plane.
The spell lasts until the cleric desires to end it, or until it is terminated by
some outside means (dispel magic or destruction of the cleric's body on
the Prrme Material Plane). The cleric can take up to five other creatures
with him or her by means of the astral spell, providing the creatures ore
linked in a circle with the clerk. These fellow travelers are dependent
upon the cleric and can be stranded. Travel in the Astral Plane can be slow
or fast according to the clerk's desire. The ultimate destinaiion arrived oi is
subject to the conceptualization of the cleric. [See APPENDIX IV, THE
KNOWN PLANES OF EXISTENCE, for further information on the Astral
Plane and astral projeclksn.)
Control Weather (Alteration)
Level: 7
Range: 0
Duration: 4-48 hours
Area of Effect: 4- 16 square miles
Components: V, S, M
Costing Time: ) turn
Saving Throw: None
Explanation/Description: The control weather spell allows a cleric to
change the weather in the area he or she is in at the time the spell is cost.
The spelt will affect the weather for from 4 to 48 hours {4d^ 2) in an areo of
from 4 to 16 square miles (4d4) li requires I turn to cost the spell, ond on
additional 1 to 4 (d4) turns for the effects of the weather to be felt. The
control weather spell will not radically change the temperature, t,e, from
below zero to a 100 degree temperature heat wove. The weather control
possible depends upon the prevailing conditions:
CLEAR WEATHER
Very clear
Light clouds or hazy
PARTLY CLOUDY WEATHER
Clear weother
Cloudy
Mist/Light rain/small hail
Sleet/Light snow
CLOUDY WEATHER
Partly cloudy
Deep clouds
Fog
Heavy rain/Large hail
Driving sleet/Heavy snow
HOT WEATHER
Warm weother
Sweltering heal
WARM WEATHER
Hot weather
Cool weather
COOL WEATHER
Warm weather
Cold weather
COLD WEATHER
Cool weother
Arctic cold
CALM
Dead calm
Light breeze
LIGHT WIND
Calm
Strong wind
STRONG WIND
Light wind
Gale
GALE
Strong wind
Storm
STORM
Gale
Hurricone-
Typhoart
All three aspects of the weal her (clouds/precipitation, temperature, and
wind) can be controlled, but only as shown. For example, o day which is
clear, warm, and with light wind can be controlled to become hazy, hot
and calm. Contradictions ore not possible — fog and strong wind, for
example. Multiple control weother spells can be used only in succession.
The material components for this spell are the cleric's religious symbol,
incense, and prayer beods or similar prayer object. Obviously, this spell
functions only in areos where there are appropriate climatic conditions.
Earthquake (Alteration)
Level: 7
Ronge: 12"
Duration: 1 round
Area of Effect: W l diameter/level
Components: V, $, M
Casting Time: 1 turn
Saving Throw: None
Explanation/Description: When this spell is cast by a cleric, a local tremor
of fairly high strength rips the ground. The shock is over in one melee
round. The earthquake affects all terrain, vegetation, structures, and
creatures in its locale, The area of effect of the earthquake spell is circular,
the diameter being '/*" for every level of experience of Ihe cleric casting
it, i.e. a 20th level cleric casts an earthquake spell with a 10" diameter
areo of effect:
Effects are as follows:
TERRAIN
Cave or cavern
Cliffs
Ground
Marsh
Tunnel
Collapses roof
— Crumble causing landslide
— Cracks open, co using creatures to
fall in ond be killed as follows:
— SizeS— 1 in4(d4)
— SizeM— 1 In 6 (do)
— SizeL— 1 in8(d8)
— Drains water off to form muddy,
rough ground
— Caves in
52
CLERIC SPELLS (7TH LEVEL}
CLERIC SPELLS f?TB LEVEL}
VEGETATION
STRUCTURES
CREATURES
Small growth
Trees
All structure*
See above
— No effect
— Hn 3 ore uprooted and foil
— Sustain from 5 to 60 points (5dl2)
of structural damage; those taking full
damage are thrown down in rubble
The materiol components for this spell are a pinch of dirt, a piece of rock,
and a lump of clay.
(Conjuration/Summoning)
Level: 7
Range: 1"
Duration: Special
Area of Effect: Special
Components: V, S
Casting Time: 5 segments
Saving Throw: None
Exp la not ion/Description: The casting of a gore spell has two effects: first, it
causes an ultra-dimensionol connection between the plane of existence
the cleric is on and that plane on which dwells o specific being of great
power, the result enabling the being to merely step through the gate, or
portal, from its plane to that of ihe cleric; second, the utterance of the spell
attrocts the attention of the dweller on the other plane. When casting the
spell, the cleric must name the demon, devil, demi god, god, or similar
being he or she desires ro make use of the gate and came to the cleric's
aid. There is a 100% certainty that something will step through the gate.
The actions of the being which comes ih rough wiJI depend on many
factors, including the alignment of the cleric, the nature of those in
company with him or her, and who or what opposes or threatens the cleric.
Your Dungeon Master will have a sure method of dealing with the
variables of the situation. The being gated in will either return
immediately (very unlikely} or remain to takeocilon,
Holy (Unholy) Word (Conjuration/Summoning)
Level: 7
Range: 0
Duration: Speciol
Areo of Effect: 3" rod/us
Components: V
Costing Time: I segment
Soving Throw: None
Explanation/Description: The utterance of a hofy (unholy) word has
tremendous power. It drives off evil (goad) creatures from other planes,
forcing them to return to their own plane(s) of existence. It further affects
other creatures of differing alignment as follows:
Creature s
Hit Dice or
Attack
Level
General
WOT*
Dice
Spells
less lhan 4
kills
4 to 7+
paralyzes 1-4
turns
6 to 1 1 +
stuns 2-8
rounds
50%
-4
1 2 or more
deafens 1 -4
rounds
-25%
2
50% chance
of failure
Affected creatures must be within the 6" diameter area of effect centering
on the cleric costing the spell.
(Necromontic) Reversible
Level: 7
Range; Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 3 rounds
Saving Throw: None
Exp la not ion/ Description: When a regenerate spell is cost, body members
(fingers, toes, hands, feet, arms, legs, toils, or even the heads of
multi-headed creatures), bones, or organs will grow back. The process of
regeneration requires but 1 round if the member(s) severed is (are)
present and touching the creature, 2-8 turns otherwise. The reverse,
causes the member or organ touched to shrivel and cease
functioning in 1 round, dropping off into dust in 2-6 turns. As is usual,
creatures must be touched In order to have harmful effeci occur. The
material components of this spell are a prayer device and holy/unholy
(Necromantic) Reversible
Level: 7
Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V, S
Casting Time: 3 rounds
Soving Throw: None
Explanation/Description: When this spell is cast, the life energy level of
the recipient creature is raised upwards by one. This subsumes previous
life energy level drain of the creature by some force or monster. Thus, if a
10th level character had been struck by a wight ond drained to 9th level,
the restoration spell would bring the character up la exoctly ihe number of
experience points necessary to restore him or her to lOlh level once again,
ond restoring additional hit dice (or hit points) ond level functions
accordingly. Restoration is only effective if the spell is cast within 1
day/level of experience of the dene costing it of the recipient's loss of life
energy. The reverse, energy drain, draws away a life energy level (cf
such "undeod" as spectre, wight, vampire). The energy drain requires ihe
victim to be touched. A restoration spell will restore the intelligence of a
creaiure affected by a feeblemiad spell (q, v.),
mecromannc ) Keversioie
Level: 7
Range: Touch
Duration: Permanent
Area of Effect: Person touched
Components: V, $, M
Casting Time: J turn
Saving Throw: None
Explanation/Description: The cleric employing lni * is odI * tQ restore
life ond compleie strength to the person he/she bestows the resurrection
upon. The person can have been dead up to 10 years cumulative per level
of ihe cleric casting me spell, i.e. a 1 9th level cleric can resurrect tfw bones
of a person dead up to 190 years. See raise dead for limitations on what
persons can be raised. The reverse, destruction, causes the victim of the
spell to be instantly dead and turned to dust. Destruction requires a tauch r
either in combat or otherwise. The material components of the spell are
the cleric's religious symbol and holy/unholy water. Employment of this
spell makes it impossible for the cleric to cast further spells or engage in
combat until he or she has had one day of bed rest for each level of
experience of the person brought back to life or destroyed.
Symbol (Conjuration/Summoning)
Level: 7
Range: Touch
Duration: \ lurn/tevei
Area of Effect: Special
Components: V, 5, M
Casting Time: 3 segments
Saving Throw: Neg,
Explanation/Description: The cleric casting this spelt inscribes a symbo/ in
the air or upon any surface, according to his or her wish. The symbol glows
for 1 lurn for each level of experience of the cleric casting it. The particular
symbol used can be selected by the cleric at the time of casting, selection
being limited to:
HOPELESSNESS
PAIN
PERSUASION
— Creotures seeing it must turn bock in dejection
and/or surrender to capture or attack unless they
save versus magic. Its effects last for 3 to 1 2 turns.
— Creatures affected suffer -4 on "to hit"
ond 2 on dexterity ability score due to wracking
pains. The effects last for 2-20 turns*
— Creatures seeing the symbol become of the
some alignment os and friendly to the cleric who
scribed the symbol for from 1 to 20 turns unless a
The material components of this spell are mercury ond phosphorus, (cf.
eighth level magic- user symbol spell.)
53
CLERIC SPELLS (7TH LEVEL)
DRUID SPELLS (1ST LEVEL)
Wind Wolk (Alierotion)
Level: 7
Range: Tot/eh
Duration: 6 turns/level
Area of Effect: Spec fa I
Components: V, 5, M
Coaling Time: J round
Saving Throw: None
Expl on ot i on /Descr i pt i a n : This spell enables the cleric, and possibly one or
two other persons, to alter the substance of his or her body to cloud-like
vapors. A magical wind then wafts the clerk along ot a speed of up to 60"
per turn, or as stow as 6" per turn, as the spell coster wills. The wind wo/k
spell lasts os long as the clerk desires, up to a maximum duration of 6 turns
(one hour) per level of experience of the caster. For every B levels of
experience the clerk has attained, up to 24, he or she is able to touch
another and carry that person, or those two persons, along with the wind
walk, Persons wind walking are nol invisible but appear misty and are
transparent. If fully clothed in white they are 60% likely to be mistaken for
clouds, fog. vapors, etc. The material components of this spell are fire and
holy/unholy water
DRUID SPELLS
Nate* Regarding Druid (Cleric) Spell*;
The religious symbol of druids is mistletoe. Of lesser importance is holly.
Some magical power resides in oak leaves. A fj of the druidic spef/s with a
material component assume the use of mrstiefoe, as gathered by the druid
character in the manner described hereafter. Lesser mistletoe, as well as
holly and oak leaves, will reduce spell effectiveness as follows:
ITEM
Lesser mistletoe
Borrowed mistletoe
Holly
Oak leaves
RANGE
100%
75%*
75%*
50%"
SPELL
DURATION
75%'
50%**
5Wo"
50%
A.REA
100%
100%
75%*
50%-
• or + ) on saving throw, if any, if category is not applicable
** or + 2 on saving throw, if any, if category is not applicable
Greater mistletoe, thai is, mistletoe which is properly harvested by the
druid, must be gathered by the druid as follows. On Midsummer's Eve, the
druid must locate his mistletoe, cut it with a gold or silver sickle and catch
it in a bowl before it touches the ground.
Lesser mistletoe is that which is not harvested on the eve of midsummer, or
thai which the druid takes in a way which is not prescribed (such os picking
by hand).
Training for eoch such "irick" must be done over a period of 1 week, and
oil musi be done within 3 months of acquiring the creature. During the
training period the animal will not harm Ihe druid, but if the creature is left
alone for more than 3 days It will revert to its natural state and act
accordingly. The druid may use this spell to attract up to 2 hit dice of
animaifs) per level of experience he or she possesses. This also means
that the druid can never have more hit dice of animals so attracted and
trained than are equal lo or less than twice his or her levels of experience.
Only neutral animals can be attracted, befriended, and trained. The
material components of this spell are mistletoe and a piece of food
attractive to the animal subject.
Defect Magic (Divination)
Level: )
Range; 0
Duralion: 12 rounds
Area of Effect: I " path, 4" fong
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: Except a$ noted above, this spell is the same as
the first level cleric spell of the same name.
Detect Snare* t Plti (Divination)
Level: T
Range: 0
Duration: 4 rounds/ level
Area of Effect: J " porh, 4" /ong
Components: V, S, M
Casting Time: 3 segments
SavingThrow: None
Explanation/Description: Upon casting this spelt, the druid is able to detect
snores & pits along the 1" wide by 4'* long area of effeel path and thus
avoid such deadfalls. Note ihat in ihe underground only simple pits, not all
farms of traps, would be detected by means of this spell. Ouldoors, the
spell detects all forms of traps — deadfalls, missile trips, snares, etc. The
spell lasts 4 melee rounds for each level of experience of ihe druid casiing
it, i.e. 4 rounds at the 1st level, 6 ot the 2nd, 12(1 turn plus 2 rounds) at the
3rd, etc.
Entangle (Alteration )
Level; I
Range: 8"
Dura r ion: I turn
Area of Effect: 4" diameter
Components: V, 5, M
Casting Time: 3 segments
Saving Throw: 16
Explanation/Description: By means of this spell the druid is able to cause
plants in the area of effect to entangle creatures within Ihe area. The
grasses, weeds, bushes, and even trees wrap, twist, and entwine about
creatures, thus holding them fasl for the duration of the spell. If any
creature in the area of effect makes its saving ihrow, the effect of the spell
is to slow its movement by 50% for the spell duration.
Borrowed mistletoe Is any mistletoe which is not personally harvested by
the druid.
Holly and oak [eaves must be gathered by the druid, but these may be
picked or gathered in any manner.
Fire (Alteration)
Level: I
Range: 8"
Duration: 4 rounds/level
Area of Effect: 12 linear feet/level
within a 4" radius
Components: V
- Casting Time: 3 segments
Saving Throw: None
First Lewi Spoils:
i (Enchantment/Charm)
Level: |
Range: I"
Duration: Permanent
Area of Effect: One animal
Components: V, $, M
Casting Time: 6 turns
Saving Throw; Neg,
Explanation/Description; By means of this spell the druid is able to show
any animal which is of at leasi animo! intelligence (but not above
semi- intelligent rating) that the druid is disposed to be its friend. If the
animal does not make Its saving throw versus magic immediately when
the spell is begun, it will stand quietly while the druid finishes the spell.
Thereafter, It will follow the druid about, and he or she can leach It 3
specific "tricks" or tasks for each point of Intelligence it possesses, (Typical
tasks are those taught a dog or similar pet, I.e. they cannot be complex.)
Explanaiion/Description: When the druid casts this spell, he or she outlines
on object or creature with a pale glowing light. The completeness of the
lining is dependent upon the number of linear feet the druid is able to
affect, about 12' per level (i.e. one 6' man or two 3" kobolds). If there is
sufficient power, several objects or creatures can be covered by the faerie
fire, but one must be fully outlined before the next is begun, and all must
be within the area of effect. Outlined objects or creatures ( including those
otherwise invisible} ore visible at 8" in the dark, 4" if the viewer is near a
brighl light source. Outlined creatures are easier to strike, thus opponents
gain +2 on "to hit" dice. The foene fire can be blue, green, or violet
according to the word of the druid at the time he or she casts the spell. The
faerie fire does not itself cause any harm to the object or creature lined.
Invltlblllty To Animals (Alteration)
Level: I
Range: Touch
? nts: S, M
gTime: 4 segment
54
DRUID SPELLS (1ST LEVEL/
DRUID SPELLS {2ND LEVEL)
Duration: I turn + T round/level
Area of Effect: Creature touched
Saving Throw: None
Explanation/Description: When an invisibility to animals spoil is cost by a
druid, the recipient of the magic becomes totally undetectable with
respect to normal animals with Intelligence under 6, Normal animals
includes giant-sized varieties, but it excludes any with magical abilities or
powers. The magicked individual is able la walk amongst animals or pass
through them as if he or she did not exist. For example, this individual
could stand before the hungriest of lions or o tyronnosaurus rex and not be
molested or even noticed. However, a nightmare, hell hound, or winter
wolf would certainly be aware of the individual. The material component
of ihis spell is holly rubbed aver Ihe individual
(Divination)
Level: ?
Range: 0
Duration: I round/level
Area of Effect: 2" path 2"
long/level
Components: V, S, M
Casting Time: I round
Saving Throw: None
Explanation/Description: The druid with o locate animaU spell is able to
determine the direction and distance of any of the desired animals within
the area of effect. The sought after animal con be of any son, but the druid
must concentrate on the sort desired. The cleric faces in a direction, thinks
of she animal desired, and he or she then knows if any such animal is
within spell range. During a round of spell effect duration, the druid must
face in only one direction, i.e., only a 2" wide path can be known. The
spell lasts 1 round per level of experience of the druid, while the length of
Ihe path is 2" per level of experience.
Pots Without Troce (Enchantment/Charm)
Level: }
Range: Touch
Duration: f turn/level
Area of Effect: Creature touched
Components: V, £, M
Costing Time: i round
Saving Throw: None
Explanation/Description: When this spell is casi, the recipient con move
through any type of terrain — mud, snow, dust, etc. — and leave neither
footprint nor seem. Thus, tracking a person or other creature covered by
this dweomer is impossible. The material components of this spell are a
leaf of mislletoe (which must be burned thereafter and the ashes
powdered and scattered) and a sprig of pine or evergreen. Note: The area
which is passed over will radiate o dweomer for 6-36 turns after ihe
affected creature i
Components: V, S, Afl
Casting Time; J round
Saving Throw: None
Predict Weather (Divination)
Level: I
Range: 0
Duration: 2 hours/revel
Area of Effect: Nine square miles
Explanation/Description: When a predict weather spell is cast by a druid,
he or she gains 100% accurate knowledge of the weather (sky,
temperature, precipitation} in a nine square mile area centering on the
druid. For each level of experience of Ihe druid casting the spell, two hours
advance weather can be forecast Thus, at 1st level the druid knows what
the weather will be for two hours; at second level he or she knows the
weother for 4 hours in advance, etc.
Purify Water (Alteration) Reversible
Level: 1
Range: 4"
Duration: Perm on en f
Area of Effect: 1 cubic foot//evel,
J "square area
Components: V, S
Casting Time: I round
Saving Throw: None
Explanation /Description: This spell mokes dirty, contaminated water clean
and pure, suitable for consumption. Up to one cubic foot per level of the
druid casting the spell can be thus purified. The reverse of the spelt,
contaminate wafer, works in exactly the same manner, and even
holy/unholy water con be spoiled by its effects.
Shillelagh (Alteration)
Level: J
Ronge: Touch
Duration: f round/level
Area of Effect: One normoJ oaken
chh
Components: V, S, M
Casting Time: I segment
Saving Throw: None
Explanation/Description: This spell enobles the druid to change his awn
oaken cudgel into a magical weapon which is + 1 to Hit and inflicts 2-8 hit
points of damage on opponents up to man-sized, 2-5 hit points of damage
an larger opponents. The druid must wield the sh/Ketogh, of course. The
material components of this spell ore an oaken club, any mistletoe, and a
shamrock leaf.
spec* Vi itn Amman [AneraTionj
Level: r
Range: 0
Duration: 2 rounds/) evel
Area of Effect: One animal type in
4" radius of druid
Components: V, S
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: Except as noted above, this spell is the same os
Ihe second level cleric spell of the same name,
Components: V,S,M
Casting Time: 3 segments
Saving Throw: None
(Alteration)
Level: 2
Range: Touch
Duration: 4 rounds + T
round/ievei
Area of Effect: Creature touched
Explanation/Description: When the druid casts the bork&kin spell upon a
creature, its armor class Improves 1 place because the creature's skin
becomes as tough as bark. In addilion, saving throws versus all attack
forms except magic increase by + 1. This spell can be placed on the druid
casting it or on any other creature he or she touches. In addition to
mistletoe, the caster must hove a handful of bark from an oak as the
material component of the spell.
Charm Person Or Mammal (Enchantment/Chorm)
Level: 2
Range: 8"
Duration: Special
Area of Effect: One person or
mommat
Components: V, $
Casting Time: 4 segments
Saving Throw: Neg.
Explanation/Description: This spell will affect any single person at
mammal it is cast upon. The creature then will regard the druid who cast
the spell as a trusted friend and ally to be heeded and protected. The spell
does not enable the druid to control the charmed creature as if it were an
automaton, but any word or action of ihe druid will be viewed in its most
favorable way, Thus, a charmed creature would not obey a suicide
command, but might believe the druid if ossured that the only chance to
save the druid's life is if the creature holds back on onrushing red dragon
for "just a round or two". Note also thai the spell does not empower Ihe
druid with linguistic capabilities beyond those he or she normally
possesses The duration of the spell is a function of the charmed creature s
intelligence, and it is tied lo the saving throw. The spell may be broken if a
saving throw is made, and this saving throw is checked an a periodic basis
according lo the creature's intelligence:
3 or less
3 months
4 tod
2 months
7 to 9
1 month
10tol2
3 weeks
I3tal4
2 weeks
\S\o\6
1 week
17
3 days
IB
W or more
55
DRUFD SPELLS (2ND LEVEL}
DRUID SPELLS GND LEVEL}
If the druid harms, or attempts to harm, the charmed creature by same
overl action, or If a dispel magic (q,v,) is successfully cast upon the
charmed creature, the chorm will be broken automatically. The spell
affects all mammalian animals and persons. The term person includes all
bipedal human and humanoid creatures of approximately man-size, or
less than man-size, including those affected by the hofd person spell
(q.v,). If the recipient of the charm person/charm mammal spell makes iis
saving throw versus the spell, its effeci is negated.
a*at» Water [Alteration)
Level: 2
Range: I"
Duration: Permanent
Area of Effect: I cubic fool/ level
Components: V, 5
Casting Time: I turn
Saving Throw: None
Explanation/Description: The druid can create pure, drinkable water by
means of a create wofer spell. He or she creates 1 cubic foot of water far
each level of experience attained. The water can be created at a
maximum distance of V* from the druid.
Cure Light Woundt (Necromantic) Reversible
Level: 2
Range: Touch
Duration: Permanent
Area of Effect: Character touched
Components: V*,S,M
Casting Time: 4 segments
Saving Throw: None
Explanation/Description: With the exception of the fact that the druid must
hove mistletoe (of any sort) to effect this spell, it is the same as the first
level cleric cure light wounds spell.
Feign Oeoth (Necromontic)
Level: 2
Range: T"
Duration: 4 rounds +2
rounds/level
Area of Effeci: One creature
Components: V, S, M
Costing Time: 3 segments
Saving Throw: None
Expfonation/Description: Except as noted above, this spell is the same as
the third level magic-user feign death spell (q.v.). The material
component is a piece of dead oak leaf (in addition to mistletoe, of course).
Fire Trap (Evocation)
Level: 2
Range: Touch
Duration: Permanent until
discharged
Area of Effect: Object touched
Components: V, S, M
Casting Time: ) turn
Saving Throw: 14
Explanation/Description: This spell is the some as the fourth level
magrc-user fire trap spell (q.v,) except os shown above and far the fact
lhat the material components are holly berries and a stick of charcoal to
trace the outline of the closure.
H«at Metal (Alteration) Reversible
Level: 2
Ronge:4"
Duration: 7 rounds
Area of Effect: Special
Components: V, S, M
Casli ng Time: 4 segments
Saving Throw: None
By means of the hear metal spell, the druid is
able to excite the molecules of ferrous metal (iron, iron alloys, steel} and
thus cause the affected metal lo become hot. On the first round of the
spell, the effect is merely to cause the metol to be very warm and
uncomfortable to touch, and this is also the effect on the last melee round
of the spell's duration. The second and sixth (next to the last) round effect
is to cause blisters ond damage; the third, fourth, and fifth rounds the
metal becomes searing hot, causing disability and damage lo exposed
flesh, as shown below:
Per Round of Expoiur«
very warm
hot
searing
none
1-4 hit
points
2^6 hi-
points
hands or feet
head
1-4 turns
unconsciousness
body
1 ^4 days
Note also that materials such as wood, leather, or flammable doth will
smoulder and burn if exposed to searing hot metal, and such materials will
then cause searing damage to exposed flesh on the next round. Fire
resistance (potion or ring) or a protection from fire spell totally negates the
effects of a heat metal spell, as will immersion in water or snow, or
exposure to a cold or ice storm spell (qq.v.). For each level of experience
of the druid casting the spell, he or she Is able to affect the metal of one
man-sized creature, i.e. arms and armor, or a single mass of metal equal
to 500 gold pieces in weighl, cumulative. The reverse, chill metal t counters
o heat metal spell or else causes metol to act as follows:
Per Round of Expocur*
cpld
icy
freezing
none
1 -2 hi!
points
1-4 hits
points
none
amputation of
fingers, toes,
nose, or ears
The chill metal spell is countered by a resist cold spell, or by any great
hear, i.e. proximity to a blazing fire ( not a mere torch), a magical fJommg
sword, a wo/I of fire, etc.
Locate Plant* (Donation)
Level: 2
Range: 0
Duration: I turn/level
Area of Effeci : ? " d'sam eter/ level
circle
Components: V, S, M
Costing Time: Ground
Saving Throw: None
Explanation/Description: When this spell is used by a druid, he or she is
able to locate any desired type of plant within the area of effect. Note: the
plant type must be singular and concentrated upon. The spell's area of
effect centers on, and moves with, the druid.
56
DRUID SPELLS (2ND LEVEL}
DRUID SPELLS (3RD LEVEL}
Obtcur*m«nt {Alteration)
LeveE: 2
Range: 0
Duration: 4 rounds//© veJ
Area of Effect: Special
Components: V, S
Casiing Time: 4 segments
Saving Throw: None
Explanat ion/Description : This spell causes a misty vapor to arise around
the dm id. It persists in this locale for 4 rounds per leve l of experience of
the druid costing the spell, and it reduces visibility of any sort (including
infravision) to 2' to 8' (2d4). The area of effect is o cubic progression based
on (he dru id's level of experience, a 1 " cube at 1st level, a 2" cube at 2nd
level, a 3" cube at 3rd level, and so on. Underground, the height of the
vapor is restricted to 1", although the length and breadth of the cloud is
not so limited. A strong wind will cut the duration of an obscuremenf spell
Components; V, 5, M
Casting Time: 4 segments
Saving Throw: None
Level: 2
Range: 0
Duration: 2 rou-noV/eveJ
Area of Effect: Special
Ex planet ion /Description: A bright flame, equal in brightness to a torch,
springs forth from ihe druid' s palm when he or she casts a produce flame
spell. This magical flame lasts for 2 melee rounds for each level of Ihe
druid costing the spell. The flame does not harm the druid's person, but it is
hoi, and It will cause combustion of inflammable materials (paper, cloth,
dry wuod, oil, etc. ). The druid is capable of hurling the magical flame as a
missile, with a range of 4". The flome will flash on impact, igniting
combustibles within a 3' diometer of its center of impact, and then
extinguish itself. The druid can cause it to go out any time he or she
desires, but fire caused by the flame cannot be so extinguished.
Trip (Enchantment/Charm)
Level: 2
Range: Touch
Duration: ) turn/tevef
Area of Effect: One W fang object
Components: V, S, M
Casting Time; 4 segmenfs
Saving Throw: Neg.
E xpl on at i on/ Description: The spell caster must use a length of vine, a stick,
pole, rope, or similar object to cast this mogic upon. The trip spell causes
the object to rise slightty off the ground or floor if is resting on and trip
creatures crossing it if they fail To moke iheir saving throw versus mogic.
Note thai only as many creatures can be tripped as are actually stepping
across the magicked object, i.e. a 3' long piece of rope could trip only 1
mon-sized creature. Creatures moving at a very rapid pace (running)
when tripped will take 1-6 (do) hit paints of damage and be stunned for
2-5 (d4+l ) rounds if ihe surface they fall upon is very hard, but if il is lurf
or non-hard they will merely be stunned for 2-5 segments. Very large
creatures such as elephants will not be at all affected by a trip. The object
magicked will continue to trip all creatures passing over it, including ihe
spell caster, far as long as the spell duration lasts. Creatures aware of the
object ond its potential odd +4 to their saving throw when crossing it. The
object is 80% undetectable without magical means of detection.
Warp Weed (Alteration)
Level: 2
Range: f "/fever 1
Duration: Permanent
Area of Effect: Special
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None
Explanalion/Descripiion; When this spell is cost ihe druid couses a volume
of wood to bend ond worp, permanently destroying its stroightness, form,
ond strength, The range of o warp wood spell is V* for each level of
experience of ihe druid costing it. It affects approximately a fifteen inch
shaft of wood of up to one inch diameter per level of the druid. Thus, at 1st
level, a druid mighl be able to warp a hand axe handle, or four crossbow
bolts, at 5th level he or she could warp the shaft of a typical magic spear.
Note thai boards or planks can also be affected, causing a door to be
sprung or a boat or ship to teak.
Third Level SpclU:
Call Lightning (Alteration)
Level: 3
Range: 0
Duration: t turn/level
Area of Effect: 72" diameter
Components; V,S,M
Costing Time: I turn
Saving Throw! 54
Explanation/Description: When a coif lightning spell is cast, there must be
a storm of some sort in the area — a rain shower, clouds ond wind, hot and
cloudy conditions, or even a tornado. The druid is then able to call down
bolts of lightning from sky to ground. Each bolt will cause damage equal to
2 eight-sided dice (2d8) plus 1 like die (d8) for each level of experience of
the druid casting the spell. Thus, a 4th level druid colls down a six-die
(6d8) bolt. The boll of lightning flashes down in o perpendicular stroke at
whatever distance the spell coster decides, up to the 36" radial distance
maximum. Any creature within o 1" radius of the path or the point where
the lightning strikes will take full damage, unless a saving throw is made,
in which cose only one-half damage is taken. Full/half damage refers to
the number of hit dice of Ihe lightning boll, i.e. if it is of eight dice strength,
the victim will take either eight dice (Bd8) or four dice (4d8). if the saving
throw is made, of damage. The druid is able to coll one boll of lightning
every 10 melee rounds (1 turn), to a maximum number of turns equal to
the level of experience he or she hos attained, i.e. 1 bolt/turn for each
level of experience. Note: This spell is normally usable outdoors only.
Care DIihm (Necromantic) Reversible
Level: 3
Range; Touch
Duration: Permanent
Area of Effect: Creorure touched
Components: V, S, M
Casting Time: I round
Saving Throw: None
Explanation/Description: This spell is the same as the 3rd level cleric cure
disease spell (q.v.), with the exception thot the druid must have mislletoe
to effect it. It is reversible to cause disease also.
Hold Animal (Enchantment/Charm)
Level: 3
Range: 8"
Duration: 2 rounds// eve I
Area of Effect; One to fourommofs
Components: V, S, M
Costing Time: 5 segmenfs
Saving Throw: Neg.
Explanation/Description: By means of this spell the druid holds one to four
animals rigid. Animals affected are normal or giant-sized mammals, birds,
or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc.
That is, apes, bears, crocodiles, dogs, eagles, foxes, giant beovers, ond
similar animals ore subject to this spell. The hold lasts for 2 melee rounds
per level of experience of the druid casting it. It is up io the druid as to how
many animals he or she wishes to hoW with the spell, but the greater the
number, the better chance each will have of not being affected by the
spell. Note thot a maximum body weight of 400 pounds (100 pounds with
respect to non-ma m ma ls)/animal/ level of experience of the druid can be
affected, i.e. an 6ih level druid con affect up to four 3,200 pound mammals
or a like number of 800 pound non-mammals such os birds or reptiles. Each
animal gets a saving throw: if only 1 is the subject of the spellj il has a
penalty of -4 on its die roll to save; if 2 are subject, they each receive a
penalty of -2 on Iheir die rolls; if 3 ore subject, they each receive a penalty
of -1 on their die rolls; if 4 are subject, each makes a normal saving throw.
Neutralize Poison [Alteration) Reversible
Level: 3
Range: Touch
Duration; Permanent
Area of Effect: Creofure touched
Components: V, 5
Casting Time: 5 segments
Saving Throw: None
Explanation/Description: This spell is the same as the 4th level cleric
neutralize poison spell (q.v,).
PI pet Growtk (Alteration)
Level: 3
Range: 16"
Duration: Permanent
Area of Effect: 2" X 2" square
areo/Jeve/
Components: V, S, M
Casti ng Time: t round
Saving Throw: None
57
DRUID SPELLS (3RD LEVEL}
DRUID SPELLS (3RD LEVEL)
£xplonotion/Description: When a plant growth spell Is cast by the druid, he
or she causes normal vegetation to grow, entwine, and entangle to form a
thicker or jungle which creatures must hack or force a way through at a
movement rate of 1" per, or 2" per with respect to larger than man-sized
creatures. Note thai the area must have brush and trees in it In order to
allow this spell to go into off eel. Briars, bushes, creepers, lianas, roots,
saplings, thistles, thorn, trees, vines, ond weeds become so thick and
overgrown in the orea of effect as to form a barrier. The area of effect is 2"
X 2" square per level of experience of me druid, in any square or
rectangular shape that the druid decides upon at the time of the spell
casting, Thus an 8th level druid con affect a maximum area of 16" X 16"
square, a 32" X 8" rectangle, o 64" X 4" rectangle, 128" X 2" rectangle,
etc. The spell's effects persist in the oreo until it is cleared by labor, fire, or
such magical means as a dispef magic spelt (q,v.).
causing 1-6 hit points of damage to the creature trapped, and lifting it off
the ground by the trapped member(s) (or strangling ii if the head/neck
triggered the snore). If no such sapling or tree is available, the cord-like
ob[ecl will tighten upon the member (sj and then enwrap the entire
creature, doing no damage, but tightly binding it. The snore is magical, so
far 1 hour it is breakable only by storm giant or greater strength (23); each
hour thereafter, the snare material loses magic so as to become 1 polrtl
more breakable per hour — 22 after 2 hours, 21 after 3, 20 after 4 — unti I 6
full hours hove elapsed. At that time, 18 strength will break the bonds
After 12 hours have elapsed, the materials of the snare Lose all of the
magical properties, and the loop opens, freeing anything It had held. The
druid must have a snake skin and a piece of sinew from a strong animal to
weave into the cord-like object from which he or she will make the snore.
Only mistletoe is otherwise needed.
Protection From Fire (Abjuration)
Level: 3
Range: Touch
Duration: Special
Area of Effect: Creature touched
Components: V, $, M
Costing Time: 5 segments
Saving Throw: None
Explanation/Description: The effeci of a protection from fire spell differs
according to the recipient of the magic — - the druid or some other creature.
If the spell is cast upon The druid, it confers complete invulnerability to
normal fires (torches, bonfires, oil fires, and the like) and to exposure to
magical fires such as demon fire, burning hands, fiery dragon breath, fire
bolt, fire seeds, fire storm, flame strike, hell hound breath, mefeor swarm,
pyrohydro breath, etc, until an accumulation of 12 hit points of potential
damage per level of experience of the druid has been absorbed by the
protection from fire spell, ai which time the spell Is negated. Otherwise the
spell lasts for 1 turn per level of experience of the druid, If the spell is cost
upon another creature, it gives invulnerability to normal fire, gives a
bonus of +4 on saving throw die rolls made versus fire attacks, and
reduces damage sustained from magical fires by
(Alteration)
Level: 3
Range: T6"
Ouraiion: Special
Area of Effect : 10 or 100 rimes the
fire source
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None
A pyrotechnics spell can have either of two
effects. It produces a flashing and fiery burst of glowing, colored aerial
fireworks which lasts 1 segment per experience level of the druid casting
the spell ond temporarily blinds those creatures in the oreo of effect or
under iter within 12" of the area (and in any event in unobstructed line of
sight); or it causes a thick writhing stream of smoke to arise From ihe fire
source of ihe spell and form a choking cloud which lasts for 1 round per
experience level of the druid casting it, covering a roughly globular area
from the ground or floor up (or conforming to the shape of a confined
oreo}, which totally obscures vision beyond 2', The spell requires o fire of
some sort in range. The orea of pyrotechnics effect is 10 times the volume
of the fire source with respect to fireworks, 100 times with respect to
smoke. In either cose, the fire source is immediately extinguished by the
employment of the spell,
Components: V,S t M
Casting Time: 3 rounds
Saving Throw: None
Snare (Enchantment/Charm)
Level: 3
Range: Touch
Duration: Permanent until
triggered
Area of Effect: T diameter circle
plus 1/6' per level of the spe/l
coster
Explanation/Description: This spell enables the druid to make a snare
which is 90% undetectable without magical aid. The snare can be mode
from any supple vine, a thong, Of a rope. When the snore spell is cast upon
it, the cord like object blends with the background of Its location. One end
of the snare is tied in a loop which will coniract about 1 or more of the
limbs of any creaiure stepping inside the circle (note that the head of a
worm or snake could also be thus ensnared). If a strong and supple iree is
nearby, the snare will be fastened to it, and the dweomer of the spell will
cause it to bend and then straighten when the loop is triggered, thus
Components: V, S, M
Costing Time: J round
Saving Throw: None
Stone Shape (Alteration)
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: Three cubrc feet,
p/us one cubic foot per level
Explanation/Description: This spell is exactly the same as the fifth level
magic-user spell, stone shape (q.v,), except as noted above and for the
requiremeni of mistletoe as an additional component to enable o druid to
cast the spell.
( Con | urat i on/Su mmo n i ng )
Level: 3
Range: 3"
Duration: J round/level
Area of Effect: Special'
Components: V, 5, M
Casting Time: J round
Saving Throw: None
Explanation/Description: When a summon insects spell is cast by a druid,
he or she attracts flying insects 70% of the time, The exaci insects called
will be bees, biting flies, hornets, or wasps if flying insects are indicated,
or biting ants or pinching beetles if non-flyrng insects are determined. A
cloud of the flying type, or a swarm of the crawling sort, will appear after
the spell is cast. They will attack any creature the druid points to. The
attacked creature will sustain 2 hit points of damage per melee round, and
it can do nothing but attempt to fend off these insects during the time it is
so attacked. The summoned insects con be caused to attack another
opponent, but there will be oi least a 1 round delay while they leave the
former recipient and attack the new victim, and crawling insects can travel
only about 12' per round (maximum speed over smooth ground). It is
possible in underground situations that the druid could summon 1-4 giant
ants by means of the spell, bui the possibility is only 30% unless giant ants
are nearby. The materials needed for this spell are mistletoe, a flower
petal ond a bit of mud or wei clay.
Tree (Alteration)
Level: 3
Range: 0
Duration: 6 turns + I fum//eve/
Area of Effect: Persona/
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None
Explanation/Description; By means of this spell the druid is able to assume
the form of a small living tree or shrub or that of a large dead tree trunk
with but a few limbs. Although the ciosest inspection will not reveal that
this plant is actually a druid, and for oh normal tests he or she is, in fact, a
tree or shrub, the dru id is able to observe all that goes on around his or her
person just as if he or she were in human form. The spell caster may
remove the dweomer at any time he or she desires, instantly changing
from plant to human form, and having full capability of undertaking any
action normally possible to the druid. Note that all clothing and gear
worn/carried change with the druid. The material components of this spell
ore mistletoe and a twig from a tree.
I (Alteration) Reversible
Level: 3
Range: Touch
Duration: 6 turns/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 5 segments
DRUID SPELLS (3RD LEVEL)
DRUID SPELLS (4TB LEVEL}
Explanation/Description: The recipient of □ wafer breathing spell is able to
freely breathe underwater for the duration of the spell, i.e. 6 turns for each
level of experience of the druid costing the spell. The reverse, air
breathing, allows water breathing creotures ro comfortably survive in the
atmosphere far an equal duration
Fourth Level Spoils:
Animal Summoning 1 [Conjuration/Summoning)
Level; 4
Ranges 4'Vlevef
Duration: Special
Area of Effect: Spec ial
Components: V 4 $M
Casting Time: 6 segments
Saving Throw: None
Explanation/Description: By means of this spell, the druid calls up to eight
animals of whatever sort the druid names when the summoning is mode, if
such type are within spell range. These animals can have no more than
four hit dice each. The animals summoned will aid the druid by whatever
means they possess, staying until a fight is over, a specific mission is
finished, the druid is safe, he or she sends them away, etc. The druid may
try three limes to summon three different sorts of animals, i.e. suppose thai
wild dogs ore first summoned to no avail, then ha wits are unsuccessfully
called, ond finally the druid calls for wild horses which may or may not be
within summoning range. Your referee will determine probabilities if the
presence of a summoned animal type is not known, Other than various
sorts of giant animals, fantastic animals or monsters cannot be summoned
by this spell, i.e. no chimerae, dragons, gorgons, manticores, etc.
Call Woodland Beings (Conjuration/Summoning)
Level: 4
Range: 12" + J'7feve/
Duration: Spectal
Area of Effect: Special
Components: V, S, M
Casting Time: Special
Saving Throw: Neg.
Explanation/Description: By means of this spell the druid is able to
summon certain woodland creatures to his or her location. Naturally, this
spell will only work outdoors, but not necessarily only in wooded areas.
The druid begins the incantation, and the spell must be continued
uninterrupted until some called creature appears or 2 turns have elapsed.
(The verbalization and somatic gesturing are easy, so this is not
particuiarly exhausting to the spell caster, } Only 1 type of the following
sorts of beings can be summoned by the spell, and they will come only if
they are within the range of the call:
2-6 brownies
1-4 centaurs
1-4 dryads
1-8 pixies
(Your referee will consult his outdoor map or base the r ,-
such creature being within spell range upon the nature of
druid is in ol the time of spell casting.)
The creoture(s) called by the spell are entitled To a saving throw versus
magic (ol -4} to avoid the summons. Any woodland being answering the
call will be favorably disposed to the spell caster and give whatever aid it
is capable of. However, if the caller or members of the caller's party are of
evil alignment, the creatures are entitled to anoiher saving throw versus
magic (this time ai -M) when they come within \' r of the druid or other
evil character with him or her, and these beings will seek immediately to
escape if the saving throw is successful. In any event, if the druid requests
that the summoned creaiures engage in combat on behalf of the druid,
they ore required to moke o loyalty reaction score based on the druid's
charisma and whatever dealings he or she has hod with the called
creoture(s). The material components of this spell ore a pinecone and 8
holly berries.
10"
(Alteration)
Level: 4
Range: 0
Duration; 4 turns + J turn/level
Area of Effect: 20' diameter sphere
Components: V, S, M
Casting Time: 6 segments
Saving Throw: None
Temperature surrounding the druid can be altered by 9 degrees Fahrenheit
per level of experience of the spell coster, either upwards or downwards.
Thus, a 10th level druid could raise the surrounding temperature from 1 to
90 degrees, or lower it by from 1 to 90 degrees. The spell lasts for a number
of Turns equal to 4 plus The level of experience of the drutd, i,e H when cost
by a 10th level druid the spell persists for U turns.
CureSeHoui Woundi (Necromantic) Reversible
levels
Range: Touch
Duration: Permanent
Area of Effect: creorure pouched
Components: V, S, M
Casting Time: 6 segments
Saving Throw: None
Explanation/Description: This spell is the some as the 4th level cleric cure
serious wounds spell (q.v.}, with the exception of The fact That the spell
requires the use of any sort of mistletoe.
Dispel Mqglc (Abjuration)
Level: 4
Range: 6 "
Duration: Permanent
Area of Effeci:d" cube
Components: V,S,M
Casting Time: 6 segments
Saving Throw: None
Explanation/Description: Except as noted obove. this spell is the same as
the 3rd level cleric dispel magic spell (q.v.).
Hallucinatory Forest (Illusion/Phantasm) Reversible
Level: 4
Range: 8 "
Duration: Permanent
Area of Effect: 4 " squore/ieve/
Components: V, S, M
Costing Time: 6 segments
Saving Throw: None
Explanation/Description: By casting this spell the druid causes the
appearance of an hallucinatory foresf to come into existence. The
illusionary forest oppears lo be perfectly naturoi and is indistinguishable
from a real forest. Other druid* — as well as such creotures as centaurs,
dryads, green dragons, nymphs, satyrs, and treants — will recognize the
forest for what it is. All other creatures will believe it is there, and
movement and order of march will be affected accordingly. The
hoiJucrnOfory forest will remain until it is magically dispelled by a reverse
of the spell or a dispel magic. The area shape is either rectangular or
square, in general, at least 4" deep, and in whatever location the druid
casting the speH desires. The forest can be of less than maximum area if
the druid wishes. One of its edges will appear up to 8" away from the
druid, according to the desire of the spell coster.
Hold Plant (Enchantment/Charm)
Level: 4
Range: 6"
Duration: J round/revel
Areo of Effect: Specie/
Components; V, S, M
Casting Time: 6 segments
Saving Throw: Neg.
Explonation/Oescription: The hold plant spell affects vegetable matter as
follows: 1 ) if causes ambulatory vegetation to cease moving; 2) ii prevents
vegetable matter from entwining, grasping, closing, or growing; 3) It
prevents vegetable matter from making any sound or movement which is
not caused by wind. The spell effects apply to all forms of vegetation,
including parasitic and fungoid types, and those magically animated or
otherwise magically empowered. It affects such monsters as green slime,
molds of any sort, shambling mounds, shriekers, treants, etc. The duration
of a hold plant spell is 1 melee round per level of experience of the druid
casting the spell. It affects from 1 to 4 plants — or from 4 to 16 square yards
of small ground growth such os grass or mold. If but one plant (or 4 square
yards) is chosen as the target for the spell by the druid, the saving throw of
the plant for area of plant growth) is made at a -4 on the die; if two plants
(or 8 square yards) are ihe target, saving throws are at -7; if three plants
(or 12 square yards) are the target, saving throws are at -1; and if the
maximum of 4 plants (or 16 square yards of area) are the target, saving
throws are normal.
Explanation/Description: Wherv this spell is cosi by The druid, The
Plant Door [AlteraTionJ
Level: 4
Range: Touch
Components: V, 5, M
Casting Time:
59
DRUID SPELLS {4TH LEVEL/
DRUID SPELLS (5TH LEVEL}
Duration: J turn/levei
Area of Effect; Special
Saving Throw: None
Explanation/Description: The plant door spell opens a magical pqrtal or
passageway through trees, undergrowth, thickets, or any similar growth —
even growth of a magical nature. The plant door is open only lo the druid
who cast the spell, dry ids of a higher level, or dryads. The door even
enables The druid to enter into a solid tree trunk and remain hidden there
until the spell ends. If the tree is cut down or burned, the druid must leave
before the tree falls or is consumed, or else he or she is killed also. The
duration of the spell is 1 turn per level of experience of the druid casting it.
ff the druid opts to stay within on oak, the spell lasts 9 times longer, if on
osh tree it lasts 3 times os long. The path created by the spell Is up to 4'
wide, r high ond 1 2'/1ev*l of experience of me druid long.
Produce Fire (Alteration) Reversible
Level: 4
Range: 4"
Duration: I round
Area of Effect: 72' square
Components: V, S, M
Casting Time: 6 segment
Saving Throw: None
Explanation/Description; By means of this spell the druid causes a
common-type fire of up to 12' per side in area boundary. While It lasts but
a single round, the fire produced by the spell will couse 1-4 hit points of
damage on creatures within its area; and it will ignite combustible
materials such as cloth, oil, paper, parchment, wood ond rhe like so as to
cause continued burning. The reverse, quench fire will extinguish any
normal fire (coals, oil tallow, wax, wood, etc.) within the area of effect.
Protection From Lightning (Abjuration)
Level: 4
Range: Touch
Duration: Special
Area of Effect: Creature touched
Components: V, S, M
Costing Time: 6 segments
Saving Throw: None
Explanation/Description: This spell is exactly the same as the 3rd level
protection from fire spell (q.v.) except that it applies to electrical/lightning
attacks.
(Abjuration-Alteration)
Level: 4
Range: 0
Duration: 1 furn//evef
Area of Effecl; W radius of the
spelf coster
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
Explanation/Description: When this spell is cast ihe druid creates an
invisible barrier to all sorts of insects, and normal sorts will not approach
within 10* of the druid while rhe spell is in effect, although any giant
insects with 2 or more hit dice will do so if they make a saving throw versus
mogic. and even those which do so will sustain 1 -6 hit points of damage
from the passing of the magical barrier. Note that the spell does not in any
way affect arachnids, myriapods, and similar creatures — it affects only
true insects. The material components of the repel insecfs spell are
mistletoe and one of the following: several crushed marigold flowers, a
whole crushed leek, 7 crushed stinging nettle leoves or a small lump of
resin from a camphor tree.
fAhemiion)
Level: 4
Range: 0
Duraiion: 2 rounds// eve/
Area of Effect: 5" d/omeferc/rc/e
Components: V, S, M
Casting Time: f turn
Explanation/Description: Except as noted above, and that the material
component is that typically druidic (mistletoe, et oi) t the spell is the same
qs the 4th level cleric spel I speak with plants.
Fifth Level Spells:
AnJmal Growth (Alteration) Reversible
Level: 5
Range: &'
Components: V, S, M
Casting Time: 7 segments
Duration: 2 rounds/re ve J
Area of Effect; Up to 8 animals in a
2" square area
Saving Throw: None
Explanation/Description: When this spell is cast, the druid causes oil
animals, up to a maximum of 8, within a 2" square area lo grow to twice
their normal size. The effects of this growth ore doubled hit dice (with
resultant improvement in attack potential) ond doubled damage In
combat. The spell lasts for 2 melee rounds for each level of experience of
the druid casting the spell. Note thai the spell is particularly -useful in
conjunction with a charm person or animal or o speafc with animals spell
The reverse reduces animal stre by one half , and likewise reduces hit dice,
attack damage, etc.
Animal Summoning II (Conjuration/Summoning)
Level: 5
Range: 6"/7eveJ
Duraiion: Special
Components: V, 5, M
Casting Time: 7
Saving Throw: None
Hon: This spell is the some in duration and effect as
the 4th level onrmol summoning / spell, excepi thai up to six animals of no
more than eight hit dice each can be called, or 1 2 animols of no more than
four hi) dice each can be called.
(Abjuration)
Level: 5
Range: 0
Duration: T turn/level
Area of Effect: ^6^
hemisphere
Components: V, S, Art
Cosiing Time: 7 segments
Saving Throw: None
Explanation/Description: The anu~plam shell spell creates an invisible
barrier which keeps out all creatures or missiles of living vegetable
material. Thus, the druid (and ony creatures within the shell) is protected
from attacking plams or vegetable creatures such as shambling mounds or
treanis. The spell lasts for one turn per level of experience of the druid.
Nature (Divination)
Level: 5
Range: 0
Duration: Special
Area of Effect: Speciai
Components: V, S, M
Costing Time: J turn
Saving Throw: None
Explanation/Description: This spell enables the druid to become one with
nature in the oreo, thus being empowered with knowledge of the
surrounding territory. For each level of experience of the druid, he or she
may "know" one fact, i.e. the ground ahead, left or right, ihe plants
ahead, left or right, the minerals ahead, left or right, the water
courses/bodies of water ahead, left or right, the people dwelling ahead,
left or right, etc. The spell is effective only in outdoors settings, and
operates in o radius of one half mile for each level of experience of the
druid casting the commune w*rh nature spell.
Control Wlndi (Alrerolion)
Level: 5
Range: 0
Duration: 1 turn/level
Area of Effect: 4"/ievel radius
hemisphere
Components: V,S,M
Casting Time: 7segments
Saving Throw: None
Explanation/Description: By means of a control wind spell the druid is able
to alter wind force In the area of effect. Far every level of his or her
experience, the druid is able to increase or decrease wind force by 3 miles
per hour. Winds in excess of 30 miles per hour drive small flying creatures
(those eagle-sized and under) from the skies and severely Inhibit missile
discharge. Winds in excess of 45 miles per hour drive even man-sized
flying creatures from the skies. Winds in excess of 60 miles per hour drive
all flying creatures from the skies ond uproot trees of small size, knock
down wooden structures, tear off roofs, etc. Winds in excess of 75 miles per
hour ore of hurricane force and cause devastation ro all save rhe srrongesi
stone constructions. A wind above 30 miles per hour makes soiling
difficult, above 45 miles per hour couses minor ship damage, above 60
S^an °e "^"V"* ^ ° nd . obove 75 mi!es * hoof si " ks
60
DRUID SPELLS (STH LEV Elf
DRUID SPELLS fSTH LEVEL)
higher level druid con use a control winds spell lo counter the effects of □
like spell cost by a lower level druid (cf. control weather). The spell
remains in force for 1 turn for each level of experience of ihe druid casting
it. Once the spell is cost, the wind force increases by 3 miles per hour per
round until maximum speed is attained. When the spell is exhausted, ihe
force of the wind diminishes at the same rate. Note that while the spell can
be used in underground places, the "eye" will shrink in direct proportion
to any confinement of the wind effect, i.e. if the area of effect is a 48"
radius, and ihe confined space allows only a 46" radius, ihe "eye" will be
a 2" radius; and any space under 44" radius will completely elf mi note the
"eye" and subject the spelt caster to the effects of the wind.
Insect Plague (Conjuration/Summoning)
Level: 5
Range: 32"
Duration: I turn/level
Area of Effect: 32" diameter, 4"
Components: V, S, M
Costing Time: t furn
Saving Throw: None
Explanation/Description: Except as noted above, and other than the fact
that the material component needed for the spell is mistletoe or the holly
or oak leaves substitute, the spell is the same as the Sth level clerk insect
plague spell [a.. v. ).
Pom Ptarrt (Alteration)
Level: 5
Range: Touch
Duration: Special
Area of Effect: Special
Components: V ( S, M
Casting Time: 7 segments
Saving Throw: None
Explanation/Description: 8y using this spelt a druid is able to enter a iree
and move from inside it to another of the same type which lies in
approximately the direction desired by the spell user and is within the
range shown below:
Oak
Ash
Yew
Etm
Linden
other
The iree entered and that receiving ihe druid must be of the some type,
living, and of girth at least equal to the druid. Note thai if the druid enters
a tree, suppose on ash, and wishes to pass north as far as possible (54"),
bui the only appropriate ash in range is south, the druid will pass to the ash
in the south. The pass plant spell functions so thot the movement takes only
one segment (6 seconds} of a round. The druid moy, ot his or her opiion,
remain within the receiving tree for a moximum of 1 round per level of
experience. Otherwise, he or she moy step forth immediately, Should no
tike tree be in range, the druid simply remains within the iree, does not
pass elsewhere, and musi step forth in the applicable number of rounds
(See pfanr door for effects of chopping or burning such a tree.)
Stick* to Snake* (Alteration) Reversible
Level: 5
Range: 4"
Duration: 2 rounds/level
Area of Effect: I'* cube
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None
Explanation/Description: Except as noted above, and for the fact that the
material component of the spell is typical for druids, this is the same as the
4th level cleric sticks to snakes spell (q.v.).
Transmute Rock to Mud (Alteration) Reversible
Level: 5
Range: W
Duration: Special
Area of Effect; 2" cvbe/tevel
Components: V, S, M
Casting Time: ? segments
Saving Throw: None
Explanation/Description: This spell turns natural rock of any son into an
equal volume of mud. The depth of the mud can never exceed one -ha If its
length and/or breadth. If it is cast upon a rock, for example, the rock
affected will collapse into mud. Creatures unable to levitate, fly, or
otherwise free themselves from the mud will sink and suffocate, save for
lightweight creatures which could normally pass across such ground. The
mud will remain until a dispel magic spell or a reverse of this spell, mud to
rock, restores its substance — but nor necessarily its form. Evaporation will
turn the mud to normal dirt, from 1 to 6 days per cubic 1" being required.
The exact Time depends on exposure io sun, wind and normal drainage.
The mud to rock reverse will harden normal mud into soft stone (sandstone
or similar mineral) permanently unless magically changed.
Wall of Fire (Evocation)
Level: 5
Range; 8"
Duration: Special
Area of Effect: Special
Components: V, S t M
Casting Time: 7 segment
Saving Throw: None
Explanation/Description: The wo/I of fire spell brings forth a blazing
curtoin of magical fire of shimmering color — yellow-green or amber In
case of drufdical magic. The wail of fire inflicts 4 to 16 hit points of
damage, plus I hit point of damage per level of the spell caster, upon any
creature passing through it. Creatures within 1" of the wall take 2-8 hit
points of damage, those within 2" take 1-4 hit points of damage. Creatures
especially subject to fire may take additional damage, and undeod always
take twice normal damage. Only the side of the wall away from the spell
caster will inflict damage. The opaque waN of frre lasts for as long as the
druid concentrates on maintaining il, or 1 round per level of experience of
the druid in the event he or she does not wish to concentrate upon it. The
spell creates a sheet of flame up to T square per level of the spell caster,
or as a ring with a radius of up to W per level of experience from the
druid la its flames, and a height of 2". The former is stationary, while the
latter moves as the druid moves.
(Conjuration/Summoning)
Level: 6
ftange: 8"//eveJ
Duration: Spec/a/
Area of Effect: Special
Components: V, S, M
Casting Time: 8 segments
Saving Throw: None
Explanation/Description: This spell is the same in duration and effect as
the 4th level animal summoning I spell except that up to 4 animals of no
more than 16 hll dice each can be summoned, or eighl of no mare than 6
hit dice, or 1 6 creatures of no more than 4 hit dice each can be summoned.
(Abjuration)
Level: 6
Range: 0
Duration: I turn/level
Area of Effect: 20' diameter
hemisphere
Components: V, S, M
Casting Time: T round
Saving Throw; None
Explanation/Description: By casting this spell the druid brings into being a
hemispherical force field which prevents ihe entrance of any sort of
animal matter of normal (not magical) nature. Thus, o giant would be kept
out, but an dead could pass through the shell of force, as could such
monsters as aerial servants, demons, devils, etc. The anti-animal shell lasts
for 1 turn for each level of experience ihe druid has attained.
Conjure Fire Elemental (Conjuration/Summoning) Reversible
Level: 6
Range: 8**
Duration: I turn/level
Area of Effect: Special
Components: V, S, M
Costing Time: 6 rounds
Saving Throw: None
Explonotion/Descrlption: Upon casting a con/ure fire elemental spell r the
druid opens a specfal gate to the Elemental Plane of Fire, and a strong fire
elemental (see ADVANCED DUNGEONS t DRAGONS, MONSTER MANU-
AL) is summoned to the vicmiiy of the spell caster. It is 85% likely that a 16
61
DRUID SPELLS (6TH LEVEL)
DRUID SPELLS (6TH LEVEL)
die elemental will appear, 9% likely that 2 to 4 salamanders (q,v.) will
come, a 4% chance exist* lhat an efreeti (q.v.) will come, and a 2% chance
exists that a huge fire elemental of 21 to 24 Hit dice (d4 + 20) will appear.
Because of ihe relationship of druids lo natural and elemental forces, the
conjuring druid need not fear that the elemental force summoned will turn
on him or her, so concentration upon the activities of the fire elemental (or
other creatures summoned) or the protection of a magic circle is not neces-
sory. The elemental summoned wilt help the druid however possible,
including attacking opponents of the druid. The fire elemental or other
creaiure summoned remains for a maximum of 1 turn per level of the
druid casting the spell — or until it is senl back by attack, a dispel magic
spell or the reverse of the spell (dismiss ffre elemental). Only a druid can
dismiss summoned salamanders, efreeti, or u I iro- powerful elementals.
Cure Critical Wounds (Necromantic) Reversible
Level; 6 Components; V, 5, M
Range; Touch Casting Time: 8 segments
Duration: Permanent Saving Throw: None
Area of Effecl: Creature touched
Transport Via Plants (Alteration)
Level: 6 Components: V, S
Range* Touch Casting Time: 3 segments
Duration: Special Saving Throw: None
Area of Effect: Special
Explanation/Description; By means of this spell, the druid is able fa enter
any large plant and pass any distance to o plant of the same species in a
single round regardless of the distance separating the two. The entry plant
must be alive. The destination plant need not be familiar to the druid, but
it also must be alive. If the druid is uncertain of the destination plant, he or
she need merely determine direction and distance, and the transport via
plont spell will move him or her as near os possible to the desired location.
There is a basic 20% chance, reduced }% per level of experience of the
druid, that the transport will deliver the druid to an allied species of plant
from 1 to 100 miles removed from the desired destination plant. If a
particular desi motion plant Is desired, but the plani is not Jiving, the spell
foils and the druid must come forth from the entrance plant within 24
hours. Harm to o plant housing a druid can affect ihe druid {cf< plant door).
Explanation/Description: This spell is ihe same as the 5th level cleric cure
critical wounds spell (q.v + )> with the exception of the fact that the spell
requires the use of any sort of mistletoe.
Level: A Components: V, S
Range: 16" Casting Time: 8 segments
Duration: Permanent Saving Throw: Neg.
Area of Effect: One creature
Explanation/Description: A spell which is solely for employment against
those persons or creatures who use magic spelts, feeb/emfnd causes the
victim's brain to become that of a moronic child. The victim remains in this
state until a heoi restoration or wish spell is used to do away with the
effects The spell is of such o nature that the probability of it affecting the
torget creaiure is generally enhanced, i.e. saving throws ore lowered.
Type of Spoilt Used Saving Throw
by Target Creature Adjustment
Cleric +t
Druid -1
Magic- user (human) -4
Illusionist -5
Combination or non-human -2
Note thai the spell has no material component.
Turn Wood f Alteration)
Level: 6 Components: V, 5, M
Range: 0 Costing Time: 8 segments
Duration: 4 rounds// eve/ Saving Throw: None
Area of Effect: 12" wide path. T*
long/level
Explanation/Description: When this spell is cast, waves of force roll forth
from the druid, moving in the direction he or she faces, and causing all
wooden objects in the path of ihe spell to be pushed away from the druid
to the limit of the area of effect. Wooden objects above three inches
diameter which are fixed firmly will not be affected, but loose ob|ects
(movable mamlets, siege towers, etc) will move back. Objects under 3
inches diameter which are fixed will splinter and break and the pieces will
move with the wave of farce. Thus, objects such as wooden shields, spoors,
wooden weapon shafts and hafts, and arrows and bolts wilt be pushed
back r dragging those carrying ihem with ihem; and if a spear is planled in
order to prevent this forced movement, It will splinter. The turn wood spell
lasts for 4 rounds per level of experience of the druid costing it, and the
waves of force will continue to sweep down Ihe set path for this period.
The wooden objects in ihe area of effect are pushed back at a rate of 4"
per melee round. The length of the path is 2" per level of the druid, i.e. a
14th level druid casts a turn wood spell with an area of effect 12" wide by
28" long, and the spell would last for 56 rounds (5.6 turns). As usual, the
obove assumes the druid is using greater mistletoe when casting Ihe spell.
Note that after casting Ihe spell the path is set, and the druid may then do
other things or go elsewhere wilhaul affecting the spell's power.
Fire Seeds (Conjuration)
level: 6
Range: 4"
Duration: Special
/\rea o* crrec?.
Wall of Thorns (Conjuration/Summoning)
Components: V f S, M
Casting Time: 1 round/seed
Saving Throw: Y*
Explanation/Description; The spell of fire seeds creates special missiles or
timed incendiaries which burn with great heat. The druid may hurl these
seeds up to 4" or place them to ignite upon a command word. Acorns
become fire seed missiles, while holly berries ore used as the timed
incendiaries. The spell creates up to four acorn fire seeds or eight holly
berry fire seeds. The acorns bursi upon sinking their target, causing 2 lo 16
hit points (2d8) of damage and igniting any combustible materials within a
1" diameter of ihe point of impact. Although the holly berries are too light
to make effective missiles, they can be placed, or tossed up to 6' away, to
burst into flame upon a word of command. The berries ignite causing 1 to 8
hit points (d6) of damage to any creature in a W* diameter burst area, and
their fire ignites combustibles in the burst area. The command range for
holly berry fire seeds is 4". All fire seeds lose their power after the
expiration of 1 turn per level of experience of the druid casting the spell,
i.e. a 13th level druid has fire seeds which will remain patent far a
maximum of 13 turns after their creation. Targets of acorn fire seeds must
be struck by ihe missile, tf a saving throw is made, creatures within the
burst area take only one-half damage, but creatures struck directly always
take full damage. Note that no mistleioe or other material components
beyond acorns or holly berries are needed for this spell.
Level: 6
Range: 8"
Duration: f turn/level
Area of Effect; JO" cube/level
Components: V, S # M
Casting Time: 8 segments
Saving Throw: None
Exp la nation^ Description: The wall of thorns spell creates a barrier of very
lough, pliable green tangled brush bearing needle- sharp thorns as long as
a person's finger. Any creature breaking through (or merely impacting
upon) the wall of thorns takes 6 hit paints of damage plus an additional
amount of hit points equal to the creaiure's armor class, i.e. 10 or fewer
additional hit points of damage, wiih negative armor classes subtracting
from the base 8 hit points of damage. Any creature within the area of
effect of the spell when it is cast is considered to have impacted on the
wall of thorns and In addition must break through to gain movement
space. The damage is based an each \" thickness of the barrier. If the wall
of thorns is chopped at, it will take at least 4 turns lo cut a path through a
1" thickness. Normal fire will not harm the barrier, but magical fires will
burn away the barrier in 2 turns with Ihe effecl of creating a wall of fire
while doing so, (See wo// of fire spell.) The nearest edge of the wail of
thorns appears up to 8" distant from the druid, os he or she desires. The
spell lasts for 1 turn for each level of experience of the druid casting it, and
covers on area of ten cubic inches per level of the caster in whatever form
the caster desires. Thus a 14tb level druid could create a wall of thorns 7"
long by 2" high (or deep) by 1" deep (or high), a 1" high by 1" wide by
14" long wait to block a dungeon passage, or any other sort of shape thai
suited his or her needs.
DRUID SPELLS (6TH LEVEL)
DRUID SPELLS (7TH LEVEL)
Weather Summoning (Conjuraiion/Summoning)
Level: 6
Range: 0
Duration: Special
Area of Effect: Spec ial
Components: V, £, M
Costing Time; I rum
Saving Throw: None
Expianalion/Descripiion: The druidic weather summoning spell is similar
to the control weather spell (q<v.) of clerical nature. By casting the spell,
the druid calls forth weather commensurate with the climate ond season of
the area he or she is in at the time. Thus, in spring a tornado, thunderstorm,
co!d r sleet storm, or hot weather could be summoned, In summer a
torrential ram, heat wave, hail storm, etc, can be coded for. In autumn, hot
or cold weather, fog, sleet, etc. could be summoned. Winter allows great
cold, blizzard, or thaw conditions to be summoned, Hurricane-force winds
can be summoned near coastal regions in ihe late winter or early spring.
The summoned weather is not under the control of the druid. It might last
but o single lurn in [he cose of o tornado, or for hours or even days in other
cases. The area of effect likewise varies from about 1 square mile to 100 or
more squore miles. Note that several druias can act in concert to greatly
affect weather, controlling winds and/or working jointly To summon very
extreme weather conditions. Within 4 turns ofter Ihe spell is cast, the trend
of the weather to come will be apparent, i.e., clearing skies, gusts of warm
or hot air, a chill breeze, overcast skies, etc. Summoned weather will
arrive 6 to 17 turns (dl2 + 5} after the spell is cast. Anything less than
greater mfst/etoe as the material component will sharply curtail the
weather extremes desired.
Seventh Level Spoilt;
Animate Rack (Alteration)
Level: 7
Range: 4"
Duration: 1 round/level
Area of Effect: 2 cubic feet/level
Components: V, % M
Casting Time: 9 segments
Saving Throw: None
Explanation/Description: Sy employing an animate rock spell, the druid
causes a lithic abject af a size up to thai indicated to move. (See animate
object, the Sixth Level cleric spell ) The animated stone object must be
separate. I.e. not a piece of a huge boulder or the like. It will follow the
desire of the druid costing the spell — attacking, breaking ob|ects,
blocking — while the magic lasts. It has no intelligence nor volition of its
own, but it follows instructions exactly os spoken. Note that only one set of
instructions for one single action [the whole being simpfy worded and very
brief — 12 words or so), can be given to the rock animated. The rock
remains animated for 1 melee round per level of experience of the spell
caster, and the volume of rock which con be animated is also bosed on the
experience level of the dru id — 2 cubic feet of stone per level, i.e. 24 cubic
feel at the 1 2th level.
(Evocation)
Level: 7
Range: V
OurotJon: 6 turns + J turn/Jeve/
Area of Effect: Specraf
Components: V, S, M
Casting Time: ? turn
Saving Throw: None
Explanalion/Oescriplion: When ihis spell is casl by a druid, it brings forth a
large flaming chariot pulled by iwo fiery horses which appear in a clap of
thunder amidst cloud-like smoke. This vehicle moves at 24" on the ground.
48" flying, and it can carry the druid and up to 8 other man-sized creatures
whom he or she first touches so as to enable these creatures to be able to
ride aboard this burning transport. Creatures other than the druid and his
or her designated passengers will sustain damage equal to that of a wolf
of fire spell if they are within 5' of the horses or chariot, voluntarily or
involuntarily. The druid controls the chariot by verba! command, causing
the flaming steeds to stop or go, walk, trot, run or fly, turning left or right as
he or she desires. Note that the Chariot of* Sustarre is o physical
manifestation, and con sustain domage. The vehicle and steeds are struck
only by magical weapons or by water (one quart of which will cause 1 hit
point of damage), they are armor class 2, and each requires 30 hit points of
damage to dispel. Naturally, fire has absolutely no effect upon either the
vehicle or its steeds, but magical fires will offect the riders if they are
exposed to them (other than those of the chariot itself). In addition to
mistletoe, the druid casting this spell must have a small piece of wood, 2
holly berries, and a fire source at least equal lo a torch.
Confuilan (Enchantment/Charm)
Level: 7 Components: V, S, M
Range: 8" Casting Time: 9 segment
Duration: J round/fevef Saving Throw: Special
Area of Effect: Up to 4 lt by 4"
Explanation /Description; This spell causes confusion in one or more
creatures wilhin spell range. Confused creatures will react as follows:
Die Roll Action
01-10 Wand e r away for 1 t urn
1 1 -60 Stand confused for 1 round
61 -BO Attack nearest creature for 1 round
81430 Attack druid or his party for 1
round
The spell fasts for 1 melee found for each level of experience of the spell
caster. It will affect 2 to B creatures, plus a possible additional number of
creatures determined by subtracting the level or number of hit dice of the
strongest opponent creature within the spell range and area of effect from
the level of the druid who cast the spell of confusion. If a positive number
results, it is added to the random die roll result far number of creatures
affected; a negative number Is Ignored. All creatures affected will be
those closest to Ihe druid within the area of effect. Each affected creature
must make a saving throw each round, unless they are caused to "wander
oway for 1 turn" in which case ihey will go as far away from the druid as is
possible in one turn of normal movement, as conditions permit. All saving
throws are at -2. Confused creatures acl according to the table of actions
shown above, but saving throws and actions are checked at the beginning
of each round.
Con|ur# Earth Elemental (Conturaiion/Summomng) Reversible
level. 7
4"
Duration: I turn //eve;
Area of Effect: Spec ial
Components: V, S, AA
Casting Time: J turn
Saving Throw: None
Explanation/Description: When a druid casts a con/ure earth elemental
spell, he or she summons an earth elemental of 16 hit dice to do the dru id's
bidding. Furthermore, the druid need but command it, and then do as he or
she desires, for the elemental does not regard the druid who conjured it
with enmity. The elemental remains until destroyed, dispelled, or sent
away by dismissal (cf. con/ure fire elemental}.
Control Weather (Alteration)
Level: 7
Range: 0
Duration: 3-96 hours
Area of Effect: 4-32 square miles
Components: V, S, M
Casting Time: T turn
Saving Throw: None
Explonation/Description: The druidic confroi weorher spell is more
powerful than the clerical spell of the some name (q.v.). The spell caster is
able to change weather by two places from the prevailing conditions if
greater mistletoe is used. H otherwise is the same os the 7th level cleric
conrroJ weofher spell.
Level: 7
Range: 0
Duration: 4 rounds/level
Area of Effect: Special
Components: V, S, M
Casting Time: 9 segments
Saving Throw: None
Explonation/Description: When the druid utlers Ihe spell of creeping
doom, he or she calls forth a mass of from 500 to 1000 (d6 + 4) venomous,
biting and stinging arachnids, insects and myriapods. This carpet- 1 ike mass
will swarm in an area of 2" square, and upon command from the druid
will creep forth al 1*' per round towards any prey within 8", moving in the
direction in which the druid commanded. The creeping doom will slay any
creature subject to normal attacks, each of the small horrors inflicting 1 hit
point of damage {each then dies after their attack), so that up to 1,000 hit
points of damage can be inflicted on creatures within the path of the
creeping doom, If ihe creeping doom goes beyond 8" of the summoner, it
loses 50 of its number for each 1" beyond 8", i.e. at 10" its number has
63
DRUID SPELLS (7TM LEVEL}
MAGIC-USER SPELLS (1ST LEVEL}
shrunk by 100. There ore <j number of ways to thwon or destroy the
creatures forming the swarm, al I of which methods should be obvious.
Finger Of Death (Enchantment/Charm)
Level: 7
Range: 6"
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: 5 segment
Saving Throw: Neg.
Explanation/Description: The finger of death spell causes the victim's
heart to stop. The druid utters ihe incantation, points his or her index finger
at the creature to be slain, and unless the victim succeeds &n making the
appropriate saving throw, death occurs. A successful saving throw negates
the spell
Fire Storm (Evocation) Reversible
Level: 7
Range; 16"
Duration: J round
Area of Effect; 2" cube/levet, .
minimum 16 cubic "
Components: V, M
Costing Time: P segments
Saving Throw: 4
Explanation/Description: When a fire spell is cost by a druid, a
whole area is shot through with sheets of roaring flame which are equal to
a wall of fire (q.v.) In effect. Creatures within the area of fire and 1" or
less from the edge of the affected area receive 2 to 16 hit poinis of
damage plus additional hit points equal to the number of levels of
experience of the druid unless they make a saving throw, in which case
they take only one-half damoge. The area of effect is equal to 2 cubic "
per level of the druid, i.e. a 13th level druid can cast a fire storm which
measures 1 3" by T by 1 * The height of the storm is 1" or 2"; the balance
of its area must be in length and width. The reverse spell, fire quench,
smothers double the area of effect of a fire storm with respect to normal
fires, and with respect to magical fires it has a 5% chance per level of the
caster of extinguishing a magical fire (such as a fire storm) of proportions
up to the normal orea of effect of the no reversed spell.
Reincarnate ( N ecroma nt ic )
Level: 7
Range: Touch
Duration: Permanent
t\rea o' cnecf. renson roucnea
Components: VI $, M
Casting Time: I turn
Saving Throw: None
Explanation/Description: Druids hove the capability of bringing back the
dead in another body if death occurred no mare than a week before the
casting of the spell. The person reincarnated will recall the majority of his
or her former life and form, but the class they hove, if any, in their new
incarnation might be differeni indeed. Abilities and speech are likewise
often changed. The table below gives the reincarnation possibilities of ihis
spell:
Dim Roll
Incarnation
01-03
badger
04-08
bear, black
09-12
bear, brown
13-16
boar, wild
17-19
cenraur
20>23
dryad
24-28
eagle
29-31
elf
32-34
faun
fox
35-36
37-40
gnome
41-44
hawk
45-56
human
59-61
lynx
62-64
owl
65-66
pixie
69-70
raccoon
71-75
stag
76-80
wolf
81-85
wolverine
86-00
use magic-user reincarnation
table
Any sort of player character can be reincarnated, If an etf, gnome or
human is indicated, the character must be created. When the corpse is
touched, the new incarnation will appear in the area within 1 to 6 turns,
(Cf. sixth level magic-user spell reincarnation.)
Transmute meiai jo woo a { Alteration j
Level: 7
Range: 3"
Duration: Permanent
Area of Effect: One meroi object
Components: V f S 4 M
Casting Time: 9 segments
Saving Throw; Special
Explanation/Description: The fransmute metal to wood spell allows the
druid casting it to change an object from metal to wood. The volume of
metal is equal lo a maximum weight of 80 gold pieces per level of
experience. Magicat objects of metal are only \0% likely to be affected by
the spell. Note that even a dispef magic spell will not reverse the spell
effects, Thus, a metal door changed to wood would be forevermore a
wooden door.
MAGIC-USER SPELLS
Notes Regarding Magic-User Spells r
Magic-users employ a greater variety of material components than do
other character classes employing spells. i<e* clerics and drgids. Some of
ihe required components will be difficult to find and/or expensive, but
alternative spells can always be chosen.
The relatively short casting time for those spells with a material
component assumes that the magic-user has decided upon which spell he
or she will employ, and the material or materials needed are ai hand in
the numerous pockets and folds of the magic-user's garb. If this is not the
case, there will be a delay commensurate to the situation. It has been
recommended to ihe referee ihai actual time relate to the game time in
such situations if at all possible, if it takes 6 seconds to decide on which
spell to cast, 1 segment of the round Is gone. Having to search through a
pock to locate some component is as good as wasting 5 segments — 30
Substitute materials might be allowed. This Is up to your Dungeon Master.
It should be noted that such substitution could affect spell ronge, duration,
area of effect, effect, etc.
In general, reversible or multiple application spells require the magic-user
to determine which form he or she is memorizing prior to the adventure.
Consult your referee m this regard.
First Level Spells:
Affect Normal Fires (Alteration)
level: I
Range: ti'Vlevel
Duration: 1 round//eveJ
Area of Effeci: 3' diameter fire
Components; V, $
Casting Time: I segment
Saving Throw: None
Explanation/Description: This spell enables the magic-user to cause small
fj re£ — from as small as o torch or lantern to as lorge as a normal bonfire
of 3' maximum diameter — to reduce In size and lighi to become match-
like or increase in light so as to become as bright as a fight spell. Reducing
the fire will cul fuel consumption to half normal, and increasing the fire
will double consumption, Note that heat output is not altered in eilher
Components: V, 5
Casting Time: f segment
Saving Throw: None
Burning Bonds ( Alteraiion)
Level: 1
Range: 0
Duralion: 1 round
Area of Effect: Specie/
Explanation/Description; When the magic user casts this speH, jets of
scoring flame shoot from his or her fingertips. Hands can only be held so
64
MAGIC USER SPELLS (1ST LEVEL)
MAGIC USER SPELLS (1ST LEVEL}
as 10 send forth a fan-like sheet of flames, as (he magic-user's thumbs
must louch each oiher and fingers must be spread. The burning hands send
out flame jets of 3' length in o horizontal ore of about 120 c in front of the
magic-user. Any creature in ihe area of flames takes 1 hit point of damage
for each level of experience of the spellcaster, and no saving throw Is
possible. Inflammable materials touched by the fire will burn r i,e, cloth,
paper, parchment, ihin wood, etc.
Charm Person (Enchantmenl/Charm)
Level: I
Range: 12"
Duration: Specj'oJ
Area of Effect: One person
Components: V,5
Casting Time: ? segment
Saving Throw: Neg.
Explanation/Description: Except as shown above, this spell is the same as
the second level druid spell, charm person or mammal (q.v.), but the
magic-user can charm only persons, i.e. brownies, dwarves, elves, gnolls,
gnomes, goblins, half-elves, holflings, half-ores, hobgoblins, humans,
kobolds, lizard men, nixies, ores, pixies, sprites, ond troglodytes. All other
comments regarding spell effects apply with respect lo persons,
Comprehend Languages (Alteration) Reversible
Level: T
Range: Touch
Duration: 5 rounaVJevef
Area of Effect: One written object
or speaking creature
Components: V, 5, M
Casting Time: 1 round
Saving Throw: None
Explanaiion/Description: When mis speM is cast, the magic-user Is able to
reod an otherwise incomprehensible written message such as a treasure
map (but noi o magical writing, other than to know it is "magic") or
understand the language of a speaking creature. In either case, the magic-
user must touch the object to be read or the crealure to be understood, and
the spell does not enable the spell caster to write or speak the language.
The malerial components of this spell are a pinch of soot and a few grains
of salt. The reverse, confuse fanguages, prevents comprehension or
cancels a comprehend languages spell.
Dancing Light* (Alteration)
Level: t
Range: 4" + TV/eve/
Duration: 2 rounds/level
Components: V, S, M
Casting Time; J segment
Saving Throw: None
Explonotion/Description: When a dancing lights spell is cost, the magic-
user creates, at his or her option, from 1 to 4 lights which resemble either
A) torches and/or lanterns (and casi thai amount of light), B) glowing
spheres of light (such as evidenced by wlll-o-wisps), or C) one faintly
glowing, vaguely man-like shape, somewhat similar to that of a creature
from the Elemental Plane of Fire. The dancing lights move as the spell
easier desires, forward or back, straight or turning corners, without
concentration upon such movement by the magic-user. The spell will wink
out if the range or duration is exceeded. Range is a bose of 4" plus 1" for
each level of the magic-user who cost the spell. Duration is 2 melee rounds
per level of the spell caster. The material component of this spell Is either a
bit of phosphorus or wyrchwood or a glowworm.
Detect Magic (Divinalion)
Level: J
Range: 0
Duration: 2 rounds/level
Area of Effect: I r " path, 6" long
Components: V, S
Costing Time: J segment
Saving Throw: None
Explanaiion/Description: The only differences between this spell and the
first level cleric detect magic spell ore noted above (duration, area of
effect, and no material component).
Enlarge (Alleraiion) Reversible
Level: 1
Range: ti'Vlevet
Duration: ? turn/level
Area of Effect: Spec/a/
Components: V, S, N\
Costing Time: 1 segment
Saving Throw: Neg.
Explonotion/Description: This spell couses instant growth of o creature or
object. Enlargement causes increase in both size and weight. It can be cast
upon only a single creature or objecl. Spell range is W* for each level of
experience of the magic-user, and its duration is 1 turn per level of
experience of the spell caster. The effect of the en/orgemenr spell is to
increase ihe size of a living creature {or a symbiotic or community entity)
by 20% per level of experience of the magic-user, with a maximum
additional growth of 2QO%. The effect on objects Is one-half that of
creotures, i.e. )0% per level to a 100% maximum addiiional enlargemenr.
The crealure or object musi be seen in order to effect the spell. The
maximum volume of living material which can be initially affected is 10
cubic feet — for non-living matter, 5 cubic feel — per level of the magic-
user. While magicol properties ore not increased by this spell — a huge
-h i sword is still only +1, a staff-sized wand is still only capable of its
normal functions, o giont-saed potion merely requires a greater fluid
intake to make its mogical effects operate, etc. — weight, moss and
strength are. Thus, a table blocking a door would be heavier and more
effective; o hurled stone would have more mass (ond be more hurtful
providing en /org em en f look place just prior io impact); chains would be
more massive; doors thicker; o thin line turned to a sizable, longer rope;
and so on. Likewise, a person 12' tall would be os on ogre, while on 16' toll
person would octually be a gianl for the duration of the spell. The reverse
spell, reduce, will negate the effects or aciually moke creatures or ob[ects
smaller in the same ratios as the regular spell application functions.
Unwilling victims of Ihe spell, or its reverse, are entitled to o saving throw,
which, if successful, indicates Ihe mag^c does noi function, ond the spell is
wasted The material component of this spell is o pinch of powdered iron.
(Alteration)
Level: 1
Range: 3"
Duration: Permanent
Area of Effect: One scroli or two
facing poges
Components: V t S
Casting Time: I segment
Saving Throw: Neg.
Explanation/Description: The erase spell removes writings of either
magicol or mundane nature from a scroll or one or two pages or sheets of
paper, parchment or similar surfaces. It will not remove explosive runes or
o symbol (see these spells hereafter), however There is o bosic chonce of
65
MAGIC-USER SPELLS (1ST LEVEL)
MAGIC-USER SPELLS (1ST LEVEL)
50%, plus 2% per level of experience of the spell cosier with respect to
magical writings, plus 4% per level for mundane wriiing, thot the spell will
lake effect. This represents the saving throw, and any percentile dice score
in excess of the adjusted percentage chance means the spell fails.
Feather Fall (Alteration)
Level: )
Range: V'/level
Duration: T segment/level
Area of Effect: Specie/
Component: V, M
i 1/10 segment
: None
Explanation/Description: When this spell is cast, the aeature(s) or
obfect(s) affected immediately assumes the mass of a feathery piece of
down Rate of falling is thus instantly changed to a mere constant 2' per
second or 12 r per segment, and no domage is incurred when landing when
the spell is in effect. However, when the spell duration ceases, normal rote
of fall occurs. The spell can be cast upon the magic-user or some other
creature or object up to the maximum ror.ge of 1" per level of experience
of the spell caster. Ii lasts for 1 segment for each level of the magje-user.
The feather fall affects an orea of 1 cubic inch, and the maximum weight
of creatures and/or objects cannot exceed a combined total equal to o
base 2,000 gold pieces weight plus 2,000 goEd pieces weight per level of
the spell caster. Example: a 2nd level magic -user has o range of 2" r o
duration of 2 segments, a weight maximum of 6,000 gold pieces (600
pounds) when employing ihe spell. The spell works only upon free-foiling
or propelled obiects. It will not affect a sword blow or a charging creoiure,
bui it will affect a missile. The material componeni is a small feaiher or o
piece of down somewhere on the person of the spell caster.
Find Familiar (Conjuration/Summoning)
Level: }
Range: J mile/ level
Duration; Speech
Area of Effect: As spell range
Components: V, S, M
Costing Time: 1-24 hours
Saving Throw: Neg,
Explanation/Descripiion: A familiar is of certain benefit to o magic-user, os
the creature adds to the spell caster's hit points, H conveys its sensory
powers to its master, and it can converse with and will serve os a
guord/scoul/spy as well. However, ihe magic-user has no control over
what sorr of creature will answer the summoning, or if any at all will come,
and the power of the conjuration is such that it can be attempted but once
per year, At such time as the magic-user determines to find a familiar, he
or she must stoke up a brass brazier with charcoal, and when this is
burning well, add 100 g.p. worth of incense, herbs {basil savory, and
catnip for sure), and fat. When these items are burning, the spell easier
begins his or her incantation, ond it must be continued until the familiar
comes or the casting time is finished. Your referee will secretly determine
all resufts. The magic-user has absolutely no control over what sort of o
creature appears to become his or her familiar. This will be determined on
the table below:
Die
Roll (d20) Familiar Sensory Powers
1-4 cot, block excellent night vision & superior hearing
5-6 crow excellent vision
7-8 hawk very superior distance vision
9-10 owl, screech night vision equals human daylight visual
ability, superior hearing
11-12 tood wide angle vision
13-14 weasel superior hearing & very superior olfactory
power
15 special — see sub-table below for details
16-20* no fomiliar available wilhin spell range
'Subtract 1 from the die score for each 3 levels of experience
of the spell caster, and if the score is 15 or less roll again
using d!6, and if o 16 is rolled then the result is final.
If a score of 15 is rolled, use the table below for a special familiar:
Alignment of
Maglc-Uter
chaotic evil or
neutral chaotic
Result of Special Fa ml Mar
quasit (see ADtO, MONSTER MANUAL)
chaotic good,
neutral, or neutral
pseudo-dragon (see AD&D, MONSTER
MANUAL)
lawful neutral or
lawful good
lawful evil or
neutral evil
imp [see AOID. MONSTER MANUAL)
Normal familiars have 2-4 hit points ond ormor class of 7 (due to size,
speed, etc.). Each is abnormally intelligent and totally faithful to Ihe
magic-user whose familiar ki becomes. The number of the familiar's hit
points is added to the hil point total of the magic-user when it is within 12"
of its master, but if the familiar should ever be killed, the magic-user will
permanently lose double that number of hit points
If a special familiar is Indicated, details of the powers it conveys are given
in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL for all ex-
cept the brownie, This creature becomes a friend and companion to the
magic-user, and he or she will gain dexterity equal to the brownie's ()8)
ond the advantage of never being surprised, as well as +2 on all saving
throws. Note thai special familiars are entitled to a saving throw versus
magic when summoned by the spell, and if they succeed, Ihey will ignore
the spell, and NO familiar will be available that year to the caster.
A familiar will fight for the life of the magic-user it serves only in a life-
and-deaih situation, and imps and quosits will be 90% likely no! to do so at
the risk of their own life.
Friends (Enchantmen t/Charm )
Level: 1
Range: 0
Duration: I round/level
Area of Effect: 1" 4- V'/level of
spell cosier radius sphere
Components: V, S, M
Casting Time: / segment
Saving Throw: Spec/of
Explanotion^Description: A friends spell causes the magic-user to gain a
temporary increase of 2-8 points in chorisma — or a temporary lowering of
charisma by 1-4 points — depending on whether creatures within the areo
of effect of the spell moke — or fail — their saving throw versus mogic.
Those thot fail their saving throw will be very impressed with the spell
caster and desire greatly to be his or her friend and help. Those thai do not
fail will be uneasy in the spell caster's presence and tend to find him or her
irritating. Note that this spell has absolutely no effect on creatures of
animal intelligence or lower. The components for this spell are chalk (or
white flour), lampblack (or soot), and vermillion applied to the face
before casting the spell.
Hold Portal (Alteration)
Level; I
Range: 2 ' /level
Duration: 1 round/level
Area of Effect: 80
feet/level
Components: V
Casting Time: 1 segment
Saving Throw; None
square
Explanation/Description: This spell magically bars a door, gate or valve of
wood, metal or stone. The magical closure holds the portal fast just as if it
were securely stopped ond locked. The range of the spell is 2' per level of
experience of Ihe caster, and it lasts for 1 round per level. Note that any
extra-dimensional creaiure (demon, devil, elemental, etc.) will shatter
such a held portal. A magic-user of four or more experience levels higher
than the spell caster can open the held portal at will. A knock spell (q.v.)or
dispel mogrc spell (q.v.) will negole the hold portal. Held portals can be
broken or battered down.
Identify (Divination)
Level: 1
Range: 0
Duration: I segmenf/feveJ
Areo of Effect: One item
Components: v*. M
Casting Time: I furti
Saving Throw: Special
Explanation/Description: When an rdemjfy spell is cast one item may be
66
MAGIC-USER SPELLS (1ST LEVEL}
MAGIC-USER SPELLS (1ST LEVEL}
touched and handled by the magic-user in order that ha or she may
possibly find what dweomer ii possesses. The item in question must be
held or worn as would be normal for any such abject, i.e. a bracelet must
be placed on the spell caster's wrist, a helm on his or her head, boots on
the feet, a cloak worn, a dogger held, and so on. Nole that any
consequences of this use of the item fall fully upon the magic-user,
although any saving throw normally allowed is still the privilege of the
magic-user. For each segment the spell is In force, ft is 1 5% -f- 5% per level
of the magic-user probable that 1 property of the object touched can
become known — possibly that the item has no properties and is merely a
ruse (the presence of Nysru/'s Magic Aura or a magic mouth being
detected). Each time a property can be known, the referee will secretly roll
to see if the magic- user made his or her saving throw versus magic. If the
save was successful the property is known: if ins 1 pom! short, a false
power will be revealed; and if it is lower than 1 under the required score
no information will be gained. The item will never reveal its exact pJusses
to hit or rts damage bonuses, although the fact that it has few or many such
plusses can be discovered. If it has charges, the abject will never reveal
!he exact number, but it will give information which Is -f/-25% of actual.
I.e. a wand with 40 charges could feel as if it had 30, or 50, or any number
in between. The item to be identified must be examined by the magic-user
within 1 hour per level of experience of ihe examiner after it has been
discovered, or all readable impressions will have been blended Into those
of the characters who have possessed it since. After casting the spell and
determining what con be learned from it, the magic-user loses B points of
constitution. He or she must rest for 6 turns per 1 point In order to regain
them. If the B paint lass drops the spell caster below a constitution of 3, he
or she will fall unconscious, and consciousness will not be regained until
full constitution is restored 24 hours later. The motoric I components of this
spell are a pearl (of at least 100 g.p. value] and an owl feather steeped in
wine, with the infusion drunk and a live miniature carp swallowed whale
prior to spell casting. If a JucJt stone is powdered and added to the infusion,
probability increases 25% and all saving throws are made at +4.
Jump [Altera i ion)
Level: J
Range: Touch
Duration: Special
Area of Effect: Creature touched
Components: V, S f M
Casting Time: 1 segment
Saving Throw: None
Explanation/Description: When this spell is cast, the individual is
empowered to leop up to 30' forward or 10' backward or straight upward.
Horizontal leaps forward or backward are in only a slighi arc — about
2710' of distance traveled. The /ump spell does not insure any safety in
landing or grasping at the end of the leap. For every 3 additional levels of
experience of the magic-user beyond the 1 st, he or she is able to empower
1 additional leap, so a 4th level magic- user can cast a Jump spell which
enables the recipient to moke 2 leaps, 3 leaps at 7th level, etc. All leaps
must be completed within 1 turn after the spell is cast, for after that period
has elapsed the spell wears off. The material component of this spell is a
grasshopper's hind teg, one for each leap, io be broken when the leap is
made.
Light (Alteration)
Level: I
Range: 6"
Duraiion: 1 turn /level
Area of Effect: 2" radius globe
Components: V, S
Casting Time: I segment
Saving Throw: None
Explanation/Description: With the exceptions noted above, this spell is the
same as the first level cleric light spell (q.v.).
Magic Mliill. (Evocation)
level; T
Range: 6" + )' '/level
Duration: Special
Area of Effect: One or more
creatures in a 10 square foot area
Components: V, S
Casting Time: J segment
Saving Throw: None
Explanation/Description: Use of the magic missile spell creates one or
more magical missiles which dart forth from Ihe magic-user's fingertip and
unerringly strike their target, Each missile does 2 to 5 hit points (d4-H ) of
damage, If the magic-user has multiple missile capability, he or she can
have them strike a single target creature or several creatures, as desired.
For each level of experFence of the magic-user, the range of his or her
magic missife extends 1" beyond the 6" base range. For every 2 levels of
experience, the magic-user gains on additional missile, Le, 2 at 3rd level,
3 at 5th level, 4 at 7th level, etc
Mending (Alteration)
Components: V, S, M
Costing Time: J segment
Saving Throw: None
Explanation/Description: This spell repairs small breaks in objects. It will
weld a broken ring, chain link, medallion or slender dagger, providing but
one break exists. Ceramic or wooden objects with multiple breaks can be
invisibly rejoined io be as strong as new. A hole in a leather sack or
wineskin is completely healed over by o mending spell. This spell will not
repair magic items of any kind. The material components of this spell are
two small magnets of any type [lodestone in alt likelihood) or Two burrs.
(Alteration)
Level: I
Range: 6" + T'/feveJ
Duration: 5 segments + I
segment/ieve/
Areo of Effect: 1/4" path
Casting Time: I segment
Saving Throw: None
Explanation/Description: When this spell is cast, the magic-user can
whisper a message and secretly, or openly, point his or her finger while so
doing, and fhe whispered message will travel in a straight line and be
audible to Ihe creatu<e pointed at. The message must fit spell duration,
and if there is time remaining, the crealure who received the message can
whisper a reply and be heard by the spell coster. Note that ihere must be
on open and unobstructed path between the spell caster and the recipieni
of the spelL The material component of the spell is a short piece of copper
drawn fine.
Nystul't Magic Aura (Illusion/Phantasm)
Level: I
Range: Touch
Duration: 1 day/level
Area of Effect: Specie/
Components: V t S, M
Casting Time: ! round
Saving Throw: Special
Explanation/Description: By means of this spell any one item of a weight
of 50 g>p. per level of experience of the spell caster can be given an aura
which will be noticed if dated ion of magic is exercised upon the object If
the object bearing the Nystui's Magic Aura is actually held by the creature
detecting for a dweomer, he, she or it is entitled to a saving throw versus
magic, and if this throw is successful, the creature knows that the aura has
been placed to mislead the unwary. Otherwise, the aura is simply magical,
but no amount of testing will reveal what the magic is. The component for
this spell Is a small squore of silk which must be passed over the object to
bear the aura,
Protection From Evil [Abjuration) Reversible
Level: I
Range: Touch
Duraiion: 2 rounds//evei
Areo of Effect: Creature touched
Components: V, $, M
Casting Time: I segment
Sovtng Throw: None
Explanation/Description: With the differences shown above, and the
requirement of powdered iron and silver as the material components for
tracing the magic circle for protection from evH, 1
first level cleric protection from evil spell {q.v.)-
Push (Conjuration/Summoning)
Level: I
Range: I" + J/4'Vreve/
Duration: Insranfaneous
Areo of Effect: Special
Components: V, S, M
Costing Time: \ segment
Saving Throw: Neg.
Explanation/Description: Upon pronouncing the syllables of this spell, the
magic -user causes an invisible force to strike against whatever object he
or she ts pointing a I. The force of the push is not greot, being 1 fool pound
67
MAGIC USER SPELLS (1ST LEVEL}
MAGIC-USER SPELLS (1ST LEVEL)
per level of the magic- user casting the spell, but if can move small objects
up to 1 ' in a direction directly away from the easier, topple an object under
the proper conditions, or cause a creature Id lose its balance. An example
of the latter use is causing a creature attacking to lose its balance when it
is attacking, for if the creature falls its. saving throw, if will not be able la
attack that round. Of course, the mass of the creature attacking cannot
exceed the force of the push by more than a factor of 50, i.e. o 1st level
magic-user cannot effectively push a creature weighing mare than 50
pounds, A push spell employed against an object held by a creature will
cause it to subtract the force of the spell in foot pounds ( 1 , 2, 3, etc.) from
Its chance to hit or add to opponent saving throws as applicable if the
creature foils to moke its saving throw against magic when the spell is cast.
The material component of this spell is a small pinch of powdered brass
which must be blown from the palm prior to pointing at the object of the
spell.
Read Magic (Divination J Reversible
Level: I
Range: 0
Duration: 2 rounds/fevef
Area of Effect: Special
Components: V, 5, M
Casting Time: I round
Saving Throwr None
Exp Jo not ion /Description: By means of a read mogfc spell, the magic-user
is able to read magical inscriptions on objects — books, scrolls, weapons
and the like — which would otherwise be totally unintelligible to him or
her. (The personal books of the magic-user, and works already magically
read, are intelligible.) This deciphering does not normally invoke the
magic contained in the writing, although it may do so in the case of a curse
scroll Furthermore, once the spell is cast and the magic-user has reod the
magical inscription, he or she is thereafter able to read thai particular
writing without recourse to the use of the read magic spell. The duration of
the spell is 2 rounds per level of experience of the spell caster. The
material component for the spell is a dear crystal or mineral prism. Note
that the material is not expended by use. The reverse of the spell,
unreadable magic, makes such writing completely unreadable to any
creature, even with the aid of a read magic, until the spell wears off or the
mogic is dispelled. The material components for the reverse spell are a
pinch of dirt and a drop of water.
Shield (Evocation)
Level: J
Range; 0
Duration: 5 rounds/level
Area of Effect: Spec iat
Components: V, S
Casting Time: ? segment
Saving Throwr None
Explanation/Description: When this spell Is cast, an invisible barrier before
the front of the magic- user comes into being. This shield will totally negate
mogic missile: attacks. It provides the equivalent protection of armor class 2
against hand hurled missiles (axes, darts, javelins, spears, etc.), armor
class 3 against smoll device-propelled missiles (arrows, bolts, bullets,
m ami core spikes, sling stones, etc.), and armor class 4 against all other
forms of attack. The shield also adds + 1 to the magic-user's saving throw
dice vs, attacks which are basically frontal. Note that all benefits of the
spell accrue only to attacks originating from the front facing the magic-
user, where the shield con move to interpose itself properly
Shocking Greta (Alteration)
Level: ?
Range: Touch
Duration: One touch
Areo of Effect: Creole touched
Components: V t S
Costing Time: \ segment
Saving Throw: None
Explanation/Description: When the magic-user casts this spell, he or she
develops a powerful electrical charge which gives a jail to the creature
touched. The shocking grasp delivers from 1 to 8 hit points damage (d8},
plus 1 hit point per level of the magic-user, i.e. a 2nd level magic-user
would discharge a shock causing 3 to 10 hit points of damoge. While the
magic-user must only come close enough so his or her opponent to lay a
bond on the opponent's body or upon on electrical conductor which
touches the opponent's body, a like touch from the opponent does not
discharge the spell,
(Enchantment/Charm)
Level: J
Range: 3"+ TV/eve/
Duration: 5 rounds/ieveJ
Area of Effect: Special
Components: V, S, M
Casting Time: I segment
Saving Throw: None
Explanation/Description. When a magic-user casts a sleep spell, he or she
will usually cause a comatose slumber to come upon one or mare
creatures [other than undead and certain other creatures specifically
excluded (see ADVANCED DUNGEONS & DRAGONS, MONSTER
MANUAL) from the spell's effects]. Ah creatures to be affected by the
sleep spell must be within o 3" diameter circle. The number of creatures
which can be affected is a function of their life energy levets, expressed os
hit dice and hit points:
numnr nrTVCTw-a
4-16 (4d4)
Hit Dice
up to 1
1+1 to 2
2 +1 to 3
3+1 to 4
4+1 to 4+4
2-8
1-4
1-2
0-1
(ld4)
(VacU, roundoff)
(d4,3or4)
The area of effed is determined by the range ond oreo center decided
upon by the spell caster. Slapping or wounding will awaken affected
creatures, but noise will not do so. Awakening requires 1 complete melee
round. Note that sleeping creaiures can be slain automatically ai a rate of
1 per slayer per melee round. The material component for this spell is a
pinch of fine sand, rose petals, or a live cricket.
Spider Gimb (Alteration)
Level: I
Range: Touch
Duration: J round + ) round/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: / segment
Saving Throw: None
Explanation/Description: A spider climb spell enables the recipient to
climb and travel upon vertical surfaces just as a giant spider is able to do,
Le> at 3" movement rate, or even hang upside down from ceilings. Note
that ihe affected creature must hove bare hands and feet in order to climb
in This manner. During the course of the spell the recipient cannot handle
objects which weigh less than 50 g,p.. for such objects will stick to the
creoture's hands/feet, so a magic-user will find it virtually impossible to
cast spells if under a spider dimb dweomer. The material components of
this spell are o drop of bitumen and a live spider, both of which must be
eaten by the spell recipient.
Tenter's Floating Disc (Evocation)
Level: 1
Range: 2"
Duration: 3 turns + 1 turn/level
Area of Effect: Speciaf
Components: V, 5, M
Casting Time: 1 segment
Saving Throw: None
Explanation/Description: With this spell, ihe caster creates the circular
plane of null-gravity known as Tenser's Hoofing Disc after the famed
wizard of that appellation (whose ability to locate treasure and his greed
to recover every copper found are well known). The disc is concave, 3 J in
68
MAGIC-USER SPELLS (1ST LEVEL)
MAGIC- USER SPELLS (2ND LEVEL)
diameter, and holds ],000 g.p. weight per level of the magic-user casting
the spell The disc floats at approximately 3' above the ground at all limes
and remains level likewise. It maintains a constant interval of 6' between
itself and the magic-user If unbidden. It will otherwise move wiihin its
range, as well as along with him at a rate of 6". ai the command of ihe
magic-user If ihe spell caster moves beyond range, or if the spell duration
empires, the Hearing disc winks out of existence and whatever it was
supporting is precipitated to the surface beneath it. The material
component of the spell is a drop of mercury.
Unseen Servant (Conjuration/Summoning)
Level: I
Range: 0
Duration 6 turns + I tum/levet
Areu of Effect: 3" radius of sped
Components: V, 5, M
Costing Time: / segment
Saving Throw: None
Explanation.- Description: The unseen servant is a non-visible volet, o
butler to step and fetch, open doors and hold chairs, as well as to dean
and mend The spell creates a force which is not strong, but which obeys
the command of the magic-user, h con carry only light-weight items — o
maximum of 200 gold pieces weight suspended, twice that amount
moving across o relatively friction-free surface such as a smooth stone or
wood floor. It can only open normal doors, drawers, lids, etc. The unseen
servant cannot fight, nor can it be killed, as if is a force rather than a
creature ft can be magically dispelled, or eliminated after taking 6 hil
points of magical damage. The material components of ihe spell are a
piece of string and a bit of wood
Ventrtlequftm (Illusion/' Phantasm }
Level: I
Range: V level, maximum 6"
Duration: 2 rounds 4- T
rounoVJever
Area of Effect: One object
Components: V,M
Casting Time: I segment
Saving Throw: None
Explanaiion/Descriphon: This spell enables the magic-user to make it
sound as if his or her voice - or someone's voice or similar sound — is
issuing from someplace else, such as from another creature, a statue, from
behind a door, down a passage-, etc. The spell caster is able fo make his or
her voice sound as if a different creature were speaking or making the
noise; of course, in a language known by him or her, or a sound which the
coster can normally make. With respect to such voices and sounds, there is
a 10% chance per point of intelligence above 12 of the hearer that the ruse
will be recogmzed. The material component of the spell is a small cone of
parchment
Writ. [Evocation)
Level: }
Range: 0
Duration: ! hour/ ("eve/
Area ot Ettecr: One magical spelt
Inscription
Components: V r S, M
Casting Time: t round
Saving Throw: Specja/
Explanation -Description- &y means of this spell a magic-user might be
able to inscribe a spell he or she cannoi understand at the lime (due to
level or lock of sufficient intelligence) into the tome or oiher compilation
he or she employs to maintain a library of spells. The magic-user must
make a saving throw versus magic to attempt the writing of any spell, +2
If it is only up to 1 level greater than he or she currently uses, 0 at 2 levels
higher, and -1 per level from 3 levels higher onwards. If this throw fails,
the magic user is subject to 1 d4 of damage for every level of the spell he or
ihe was attempting to transcribe into his or her magic book, and
furthermore be knocked unconscious for a like number of turns. This
damage, if not fatal, con only be healed at ihe rate of 1-4 points per day,
os it is damage to psyche and body. Furthermore, a spell will take ] hour
per level to transcribe in this fashion, and during this period, the magic-
user is in a trance state and can always be surprised by any foe In addition
to the writing surface upon which ihe spell is to be transcribed, the spell
cosier needs o fine ink composed of rare substances {minimum cost 200
g p- pef bottle, if available at all without manufacture by the magic-user).
Second Level Spells:
Audible Glamer ( Illusion/Phantasm)
Level: 2
Range: 6" + J J V7eve/
Duration: 2 rounds// eve I
Components: V, M
Casting Time: 2 segments
Saving Throw; Special
Explanation/Description: When the audible gtamer spell is cast, the magic-
user causes a volume of sound to arise, at whatever distance he or she
desires (within range), and seeming to recede, close, or remain tn a fixed
place as desired The volume of sound caused, however, is directly related
io the level of the spell caster. The relative noise is based upon the lowest
level at which the spell can be cast, 3rd level. The noise of Ihe audible
gtamer at this level is thoi of 4 men, maximum. Each additional expenence
level adds a like volume, so at 4th level the mogic-user con have the spell
cause sound equal to thot of 8 men, maximum, Thus, talking, singing, or
shouting, and/or walking, marching or running sounds can be caused, The
auditory illusion created by an audible gtamer spell con be virtually any
type of sound, but the relative volume must be commensurate with the
level of ihe magic-user costing the Spell A horde of rats- running and
squeaking is about the same volume as 8 men running and shouting. A
roaring lion is equal to the noise volume of 16 men, while a roaring
dragon is equal fo the noise volume of no fewer than 24 men. If a
character slates that he or she does not believe the sound, a saving throw
is made, and if it succeeds, the character then hears nothing, or possibly
|usi a faint sound. Note that this spell is particularly effective when cast in
conjunction with phantasmal force (see below). The molenal component
of the spell is a bit of wool or a small lump of wax.
on)
Level: 2
Range: b"
Duration: Permanent
Area of Effect: 6" radius globe
Components: V, S
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: This spell is Ihe same as the third level clerk
spell continual light, except thot the range is only 6", not 12", and it
cannot be reversed by the caster,
Dorkneis, 15' Radius (Alierotion)
Level: 2
Range: /"/level
Duration: 1 torn + 1 round/ievei
Area of Effect: I W ' radius globe
Components: V, M
Costing Time: 2 segments
Saving Throw: None
Explanation/Description: This spell causes total, impenetrable darkness m
the area of its effect. Infravision or ultravision are useless. Neither normal
nor magical light will work unless a light or cortfinuai light spell Is used. In
the former event, the darkness spell is negated by the light spell and vice
versa, The material components of this spell are a bit of bat fur and either
a drop of pi tch or a piece of coal
Detect Evil (Divination) Reversible
Level: 2
Range: 6"
Duration: 5 rounds/leve/
Area of Effect: I" path
Components: V, 5
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: Except as noted above, this spell is the
ihe firsl level cleric detect evfj (q.v.).
Detect inviiibtltty {Divination)
Level: 2
Range: TV/evef
Duration: 5 rounds/level
Area of Effeci: I "path
Components: V r S,M
Casting Time: 2 segments
Saving Throw; None
Explanation/Description: When the magic-user casts a detect invisibility
spell, he or she is able to clearly see any objects which are invisible, as
well as astral, ethereal, hidden, invisible or out of phase creatures.
Detection is in the magic-user's line of sight along a 1" wide path to the
range limit. The material components of this spell are a pinch of talc and a
smal I sprinkl ing of powdered silver.
69
MAGIC USER SPELLS {2ND LEVEL*
MAGIC-USER SPELLS {2ND LEVEL)
ISP (Divination)
Level: 2
Ronge: J4'"/ieveJ, 9" maximum
Duration: I round// eve/
Area of Effect: One creature per
Components: V, S, Art
Casting Time: 2 segments
Saving Thrown None
Explanation/Description: Whan on ESP spell is used, the caster is able to
detect the surface thoughts of any creatures in range — except creatures
with no mind (as we know it}, such as all of the undead. The ESP is stopped
by 2 or more feet of rock, 2 or more inches of any metal other than lead, or
a thin sheet of lead foil. The magic-user employing the spell Is able to
probe the surface thoughts of 1 creature per turn, getting simple instinctual
thoughts from lower order creatures. Probes can continue on the same
creature from round to round. The easier con use Ihe spell to help
determine if same creoture lurks behind a door, for example, but the ESP
will not always reveal what sort of creature it is. The material component
of this spell is a copper piece.
Foots Gold (Alteration)
Level; 2
Range: I'*
Duration: 6 turnsStevel
Area of Effect: I cubic foot per
level of the mag ic- user
Components: V, 5, M
Casting Time: I round
Saving Throw: None
Explanation/Description: Capper coins can temporarily be changed to gold
pieces, or brass items turned to solid gold for the spell duration by means
of this dweomer. Note that o huge amount of copper or brass con be
turned to gold by the spell — assume 4,000 g.p. are equal to a cubic foot
for purposes of this spell. Any creature viewing fools gofd Is entitled to a
saving throw which must be equal to or less than its intelligence score, but
for every level of the magic-user the creature must add 1 to his dice score,
so it becomes unlikely that fools gold wifl be detected if it was created by o
high level caster, tf the "gold" is struck hard by an abject of cold- wrought
iron, there is a slight chance it will revert to its natural state, depending on
ihe material component used to create the "gold": if a SO g.p. citrine is
powdered and sprinkled over the metal to be changed, the chance that
cold Iran will return it to its true nature is 30%; if a 100 g,p, amber stone is
powdered, there is a 25% chance that iron will dispel the dweomer; if a
500 g.p. topaz is powdered, the chance drops to 10%; and if a 1,000 g.p.
oriental (corundum) topaz is powdered, there is only a 1 % chance thai the
cold iron will reveal that it is fools go/d.
Forget (Enchantment/Charm)
Level: 2
Range: 3"
Duration: Permanent
Area of Effect; 2" X 2"
Components: V, S
Casting Time: 2 segments
Saving Throw: Neg.
Expto not ion/Description: By means of this dweomer the spell caster causes
creatures within the area of effect to forget the events of the previous
round (1 minute of time previous to ihe utterance of the spell). For every 3
levels of experience of the spell caster another minute of past time is for-
gotten. Naturally, forget in no way negates any charm, suggestions,
geases, quests, or similar spells, but it is possible that the creature who
caused such magic to be placed upon the victim of a forget spell could be
forgotten by this means. From 1-4 individual creatures can be affected by
the spell, at the discretion of the caster. If only 1 is to be affected, the
recipient saves versus magic at -2 on the dice; if 2 ore spell objects, they
save ot -1; and if 3 or 4 are to be made to forger by this dweomer, they
save normally. A clerical heal or restoration spell, specially cast for this
purpose, will restore ihe lost memories, as wilt o wish, but other means
will not serve to do so.
invisibility (Illusion/Phantasm)
Level: 2
Range: Touch
Duration: Spec jo/
Area of Effect: Creature touched
Components: V f S r M
Casting Time: 2 segments
Saving Throw: None
Explanation/Description; This spell causes the recipient to vanish from
sight and not be detectable by normal vision or even infravision, Of
course, the invisible creoture is not magically silenced with respect to
noises normal to it. The speil remains in effect uniil it is magically broken
or dispelled, or the magic-user or the other recipient cancels it or until he,
she or it attacks any creature. Thus r the spell caster or recipient could open
doors, talk, eat, climb stairs, etc., but if any form of attack is made, the
invisible creature immediately becomes visible, olthough this will allow
the first attack by the creature because of the former invisibility. Even the
allies of the spell recipient cannot see the invisible creature, or his, her or
its gear, unless these allies can normally see invisible things or employ
magic to da so. Note that all highly intelligent creatures with 10 or more hit
dice, or levels of experience, or the equivalent in intelligence/dice/levels
have a chance to automatically detect invisible objects. The material
components of the invisibility sped are an eyelosh and a bit of gum arabic,
the former encased in the latter.
Knock (Alteration)
Level: 2
Range: 6"
Duration: Special
Area of Effect: JO square
feet/level
Components; V
Casting Time: J segment
Saving Throw: None
Explanation/Description: The knock spell will open stuck or held or wizard-
locked doors. It will also open barred or otherwise locked doors. It causes
secret doors to open. The knock spell wilt also open locked or trick-
opening boxes or chests. El will loose shackles or chains as well. If it is used
to open a wizard- /ocked door, the knock does noi remove the former spell,
but it simply suspends its functioning for 1 turn. In all other cases, the knock
will permanently open locks or welds — ollhough the former could be
closed and locked ogain thereafter. It will not raise bars or similar
impediments (such as a portcullis). The spell will perform two functions,
but if a door is locked, borred, and held, opening it will require two knock
spells.
Leomund f Trap (Illusion/Phantasm)
Level: 2
Range: Touch
Duration: Permanent
Area of Effect: Object touched
Components: V, 5, M
Casting Time; 3 rounds
Saving Throw. None
Explanation/Description: This false trap is designed to fool the dwarf
and/or thief attempting to pilfer or otherwise steal the spell caster's goods.
It enables ihe magic-user to place a dweomer upon any small mechanism
or device such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any
examination by a character able to detect traps will be 30% likely to note
the leomund's Trop and believe it to be real. This probability reduces by
4% for each level of experience of the examiner beyond the first. If the
supposed "trap" is then to be removed, it is only 20% likely that the
creature attempting it will believe he or she has succeeded, +4%
probability per level of experience of the remover. Of course, the spell is
illusory, nothing will happen if the trap is ignored, and its primary purpose
is to frighten away thieves or make them waste precious time. The
material component of the spell is a piece of iron pyrite touched to the
object to be "trapped". Only one Leomund's Trap may be placed within a
50' by 50" area.
levitate (Alteration)
Level: 2
Range; TVlevel
Duration: I turn/level
Area of Effect' Special
Components: V, S, M
Costing Time; 2 segmenfs
Saving Throw: Neg.
Explanation/Description: When a levitate spell is cast, the magic-user can
place it upon his or her person, or upon some other creature, subject to a
maximum weight limit of 1,000 gold pieces equivalence per level of
experience, i.e., a third level magic user can levitare up to 300 pounds
(3,000 g.p.) maximum. If the spell is cast upon the person of the magic-
user, he or she can move vertically oi o rote of 20' per round. If cast upon
another creature, the magic-user can levitate it at a maximum vertical
movement of W per round. Horizontal movement is not empowered by
this spell, but Ihe recipient could push along the face of a cliff, for
example, to move laterally. The spell caster can cancel the spell as
desired. If the recipient of the spell is unwilling, that creature is entitled to
a saving throw to determine if the levitate spell affects it. The material
component of this spell is either a small leather bop or a piece of golden
wire bent into a cup shape with a long shank on one end.
70
MAGIC USER SPELLS (2ND LEVEL)
MAG !C USER SPELLS (2ND LEVEL!
Locat* Object (Divination) Reversible
Level* 2
Range: 2"//eve/
Durotlon: I round/level
Area of Effect: Special
Component V, S, M
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: This spell is the same as the third level dene
locate object (q,v.) excepi that its range differs.
Magic Mouth (Alteration)
Level: 2
Range: Special
Duration: Special
Area of Effect; One objecf
Components: V, S, M
Costing Time: 2 segments
Saving Throw: None
Explanation/Description: When this spell is cost, the magic-user empowers
the chosen objeel with an enchanted mouth which suddenly appears and
speaks Ihe message which the spell caster imparted upon the occurrence
of a specified event. The mogk mouth can speak any message of 25 words
or less in a language known by the spell caster, over a 1 turn period from
start ro finish, ft connot speak magic spells. The mouth moves to the words
articulated, so if ft is placed upon a sroiue, for example, the mouth of the
statue would actually move and appear to speak. Of course. Ihe magic
maufh can be placed upon a tree, rock, door or any other object excluding
intelligent members of the animal or vegetable kingdoms. The spell will
function upon specific occurrence according to Ihe command of the spell
caster, i.e. speok to the firsl creature thai touches you — or to the first
creature that passes within 30'. Command can be as general or specific
and detailed as desired, such os the following: "Speak only when an
octogenerian female human carrying a sack of groat clusters sits cross-
legged within IV Command range is W per level of the magic-user, so a
6th level magk-user con command the magic mouth to speok ai a
maximum encounter range of 3", i.e. "Speak when a winged creature
comes within 3'." Until the speak command can be fulfilled, the mpgic
mouth will remain in effect, thus spell duration is variable. A mag^c mouth
cannot distinguish invisible creatures, alignments, level or nil dice, nor
class, except by external garb The material component of ihis spell is o
small bH of honeycomb.
Mirror Image ( Illusion/Phantasm)
Level: 2
Range: 0
Duration: 2 rounds/level
Area of Effect: 6' radius of spell
______
coster
Components: V f S
Casting Time: 2 segment
Saving Throw: None
Explanation/Description: When a mirror image spell is invoked, the spell
caster causes from 1 to 4 exact duplicates of himself or herself lo come into
being around his or her person. These images do exactly what the magic-
user does, and as the spell causes a blurring and slight distortion when it is
effected, it is impossible for opponents to be certain which are the
phantasms and which is the aclual magic-user. When an image is struck by
a weapon, magical or otherwise, it disappears, bui any other existing
images remain intact until struck. The images seem lo shift from round to
round, so that if the actual magic-user is struck during one round, he or she
cannot be picked out from amongst his or her images the next. To
determine the number of images which appear, roll percentile dice, and
add 1 to the resulting score for each level of experience of the magic-user;
25 or less = 1 mirror image, 26-50 = 2 r 51-75 = 3, 75 or more = 4 At the
expiration of the spell duration all images wink out.
* (Alteration)
Level: 2
Range: 72"
Duration: Special
Area of Effect: 10 or 100 nmes the
fire source used
Components: V, S
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: With the exception of the differences noted
above, this spell is the same as ihe third level druid spell pyrotechnics
Roy Of Enfeeblomvnt (Enchantment/Charm)
Level: 2
Range: I" + 1/4'VJeve/
Duration: I round/levei
Area of Effect: One creature
Components: V, 5
Costing Time: 2 segments
Soving Throw: Neg.
Explanation/Description: By means of a ray of enreeb/ement, a magic-
user weakens an opponent, reducing strength — and attacks which rely
upon it — by 25% or more. For every level of experience beyond the ihird
of the magic -user casting the spell, there is an additional 2% strength
reduction, so that at 4th level, strength loss is 27%. Range and duration of
the spell are also dependent upon the level of experience of the spell
caster For example, if a creature is struck by a ray of enfeebiemenr, it wtll
lose the appropriate percentage of hit points of damage it scores on
physical attacks (missiles, thrusting/cutting/crushing weapons, biting,
clawing, goring, kicking, constriction, etc.). Your referee will determine
any other reductions appropriate to ihe affected creature. If the target
creajure makes us saving throw, the spell has no effect.
Rape Trick (Alteration)
Level: 2
Range: Touch
Duration: 2 turns/level
Area of Effect: Spec/a/
Components: V, S, M
Costing Time: 2 segments
Soving Throw: None
Explanation/Description: When this spell is cast upon a piece of rope from
5' lo 30' in length, one end of the rope rises into the air until the whole is
hanging perpendicular, as if affixed at ihe upper end. The upper end is, in
fact, fastened in an extra-dimensional space, and the spell caster and up
to five others can climb up the rope and disappear into ihis ploce of safety
where no creature con find them. The rope cannoi be taken into ihe extra-
dimensional space if six persons have climbed il, but otherwise it can be
pulled up. Otherwise, the rope simply hangs in air, and will stay there
unless removed by some creature. The persons in the extra-dimensional
space must climb down the rope prior to the expiration of the spell
duration, or else they are dropped from the? heicjhl lo which they originally
climbed when the effect of the spell wears out. The rope con be climbed
by only one person at a time. Note that the rope trick spell allow* climbers
to reach a normal place if ihey do not climb all the way to the rope's upper
end, which is in an exlra-dimensionol space. The material components of
this spell are powdered corn exlract and a twisted loop of parchment.
Score (Enchantment/Charm)
Level: 2
Range: V*
Duration: 3- 12 rounds
Areo of Effect: One creature
Components: V, S, M
Casting Timer 2 segments
Saving Throw: Neg.
Explanation/Description: When this spell Is directed at any creature with
fewer than 6 levels of experience/hit dice, It must save versus magic or
fall into a fii of trembling and shaking. The frightened creature will not
drop any items held unless it is encumbered. If cornered, the spell
recipient will fight, bui at -1 on "lo hit" and damage dice rolls and all
saving throws as welL Note that this spell does not have any effect on
elves, half-elves, the undeod (skeletons, zombies, ghouls, shadows,
ghasts, wights, wraiths), larvae, lemures, manes, or clerics of any sort. The
material component used for this spell is a bit of bone from an undeod
skeleton, zombie, ghoul, ghast or mummy.
{ Alteration)
Level: 2
Range: 6"
Components: V, S, M
Casting Time: 2 segments
71
MAGIC-USER SPELLS am LEVEL!
MAGIC- USER SPELLS (3RD LEVEL}
Dura t ion: Permanent
Area of Effect: One object
Saving Throw: Neg.
Explanation/Descripnon: The shatter spell affects nan-magical ob|ecls of
crystal, glass, ceramic, or porcelain such as vials, botltes, flasks, jugs,
windows, mirror*, ere. Such objects are shivered into dozens of pieces by
ihe spell. Objects obove 100 gotd pieces weight equivalence per level of
the spell coster are not affected, but oH other objects of the appropriate
composition must save versus a "crushing blow" or be shattered The
material component of this spell is a <
Stinking Cloud (Evocation)
Level: 2
Range: 3"
Duration: J round/I eve f
Area of Effect: 2" X 2" X 2"
cloud
Components: V, S, M
Casting Time: 2 segments
Saving Throw: Special
Explanation/Description: When o sfinfcfng cloud Is cast, the magic-user
causes a billowing moss of nauseous vapors to come into being up to 3"
distant from his or her position. Any creature caught within the cloud must
save versus poison or be helpless due to nausea from 2 to 5 rounds (d4 +
1). Those which make successful saving throws are helpless only for as
long as they remain within the cloud, and for the round after they emerge,
because of its irritating effects on visual and olfactory organs. The material
components of the spell is a rotten egg or several skunk cabbage leaves.
(Alteration)
Level: 2
Ronge: Touch
Duration: 6 turns/level
Area of Effect: Person touched
Components: V, S, M
Casting Time: 7 turn
Saving Throw: None
Explanation/Description; Application of this spell increases the strength of
the character by o number of points — or tenths of points after 18 strengih
is attained and the character is in the fighter class. Benefits of the strength
spell last for the duration of the magic. The amount of additional strength
accruing to a character upon whom this spell is cast depends upon his or
her class and is subject to all restrictions on strength due to race, sex or
class.
CLERIC
FIGHTER
MAGfC-USER
THIEF
MONK
Strength Gain
l-o(d6)
1-8 (d8)
N4(d4)
l-o(do)
If a fighter (palodin or ranger as well) has an 18 strength already, from
10% to 80% is added to his extraordinary strength roll. All Strength addition
scares above 18 are likewise treated as 1 equalling an extra 10% on the
extraordinary strength rating. The material component of this spell is o few
hairs or a pinch of dung from a particularly strong animal — ape, bear, ox.
Web (Evocation)
Level: 2
Ronge: J4 "/level
Duration: 2 tums/tevel
Areo of Effect: Special
Components: V H S, M
Casting Time: 2 segments
Saving Throw: Neg. or W
Explanation/Description: A web spell creates a many-layered mass of
strong, sticky strands similar to spider webs, bul far larger and tougher.
These mosses must be anchored to iwo or more points — floor and ceiling,
opposite walls, etc. — diametrically opposed.
The web spell covers a moximum areo of 8 cubic inches, and the webs
must be at leasi If' thick, so a moss 4" high, 2" wide, and 1 " deep may be
cast. Creaiures caught within webs, or simply touching ihem, become stuck
amongst ihe gluey fibers. Creatures with less than 13 strength must remain
fast until freed by another or until the spelt wears off. For every full turn
entrapped by a web, o creature haso 5% cumulative chance of suffocating
lo death. Creatures with strength between 13 and 17 can break through 1 '
of webs per lurn. Creatures with 18 or greater strength break through 1' of
webs per round. (N.B. Sufficient mass equates to great strength in this
case, and great mass will hardly notice webs.) Strong and huge creolures
will break through 1' of webs per segment. It is imporiant to note Ihot the
strands of a web spell are flammable, A magic flaming sword will slosh
them away as easily as a hand brushes away cobwebs. Any fire — torch,
flaming oil, flaming sword, etc. — will set them alight and burn them
owoy m a single round. All creolures wrthin the webs will take 2-8 hit
points of damage from the flames, but those freed of the strands will not
be harmed. Saving throw Is made ot -2. ff the saving throw versus web is
mode, two resulls may have occurred. If the creature has room to escape
then be is assumed to have jumped free, ff there is no room to escape then
ihe webs ore only Vt strength. The material component of this spell is o bit
of spider web.
Wlzord Lock (Alteration)
Level: 2
Range: Touch
Duration: Permanent
Area of Effect: 30 square
feet/level
Components: V f $
Costing Time: 2 segments
Saving Throw: None
Explanation/Description: When a wizard lock spell is cast upon a door,
chest or portal, it magically locks it. The wizard-locked door or object con
be opened only by breaking, a dispel magic, a knock spell (qq.v.) f or by a
magic-user 4 or more levels higher than the one casting ihe spell. Note
that the last two methods do nor remove the wizard lock, they only negate
it for o brief duration. Creatures of extra-dimensional nature do not affect
a wrzord lock as ihey do a held portal (see bold portal)*
Third Level Spelts:
Blink ( Alteration)
Level; 3
Ronge: 0
Duration: I round/Jevei
Area of Effecl. Persona/
Components: V, S
Casting Time: T segment
Saving Throw: None
Explanation/Description: By means of this spell, the magic-user causes his
or her material form lo "blink" out and back to this plane once again in
random period and direction during the duration of each minute the spell
Is in effect, (Cl ADVANCED DUNGEONS 1 DRAGONS, MONSTER MANU-
AL Blink Dog J The segment of ihe round that the spell coster "blinks out"
is determined by random roll with 2d4, and during this same segmem he
or she will appear ogain 2* distant from his or her previous posiiion.
(Direction is determined by roll of d8: \ — right ahead, 2 = right, 3 = right
behind, A = behind, 5 — left behind, 6 = left, 7 = lefl ahead, 8 =
ahead,) If some ob|eci is already occupying ihe space where the spell
caster is indicated as "blinking" into, his or her form is displaced in a
direction away from original (round storting) position for any distance
necessary to appear in empty space, but never in excess of an additional
10'. ff that extra distance still dictates the magic-user and another solid
abject are to occupy the same space, the spell caster is ihen tropped on ihe
ethereal plane. During and after the blink segment of a round, the spell
caster can be attacked only by opponents able to strike both locations at
once, e.g. a breath weapon, fireball, and similar wide area ottock forms.
Those not so able con only strike the magic-user if they managed to attack
prior to the "blink" segment. The spell cosier is only 75% likely to be able
lo perform any acts other than physical attack with o hand-held stabbing or
striking weapon during the course of this spelt. That is, use of any spell,
device, or item might not be accomplished or accomplished in an incorrect
manner or in the wrong direction. Your referee will determine
success/foilure and the results thereof according to the particular action
being performed.
Clalraudl once (Divi notion)
Level: 3
Range: Speciol
Duration: I round/feve/
Area of Effect: Special
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: The clairaudience spell enables the magic-user
to concenirate upon some locale and hear in his or her mind whatever
noise is within a 6" radius of his or her determined c/airaudience locole
center. Distance is not o factor, but the locole must be known, i.e. a place
72
MAGIC USER SPELLS (3RD LEVEL}
MAGIC-USER SPELLS (3RD LEVEL)
familiar ta the 5pell caster or an obvious one (such as behind a door,
around a corner, in a copse of woods, eic). Only sounds which ore
normally detectable by the magic-user can be heard by use of this spell.
Only metal sheeting or magical protections will prevent the operation of
the spell. Note that it will function only on the plane of existence on which
the magic-user is at the time of casting. The material component of the
spell is a small silver horn of at least 100 g.p. value, and casting the spell
i it lo disappear.
Components: V, S, Art
Casting Time: 3 segments
Saving Throw: None
Clairvoyance (Divination)
Level: 3
Range: Special
Duration: J rovnaWeve/
Area of Effect: Specfo^
Explanation/Description: Similar to the dOFraud/ence spell, the
clairvoyance spell empowers the magic-user to see in his or her mind
whatever is within sight range from the spell locale chosen. Distance is not
a factor, but the locale musl be known — familiar or obvious. Furthermore,
light is a factor whether or not the spell caster has the ability to see into ihe
infrared or ultraviolet spectrums. If the area is dark, only a 1" radius from
the center of the locale of the spell's area of effecl can be clairvoyed;
otherwise, the seeing extends to normal vision range. Metal sheeting or
magical protections will foil a clairvoyance spell. The spell functions only
on the plane on which the magic-user is ai the time of casiing. The
material component of the spell is o pinch of powdered pineal gland from
a human or humanoid creature.
Ditpel Magic (Abjuration )
Level: 3
Range: T2"
Duration; Permanent
Area of Effect: 3" cube
Components: V,S
Costing Time: 3 segments
Saving Throw: None
Explanation/Description: Except as noted above, this spell is the some as
the third level cleric spell dispel magic (q.v.).
Explosive Runes (Alteration)
level: 3
Range: Touch
Duration: Specie/
Area of Effect: V radius
Components: V, S
Casting Time: 3 segments
Saving Throw: l A
Explanation/Description: By tracing the mystic runes upon a book, map,
scroll or similar instrument bearing written information, the magic-user
prevents unauthorized reading of such. The explosive runes are difficult to
detecl, 5% per level of magic use experience of the reader, thieves having
only a 5% chance in any event. When reod, the explosive runes detonate,
delivering a full 1 2 to 30 (odd + 6) hit paints of damage upon the reader,
who gets no saving throw, and either a like amount, or half that if saving
throws are made, on creatures within the blast radius. The magic-user who
cast ihe spell, as well as any other magic-users he or she instructs, can use
the instrument without triggering the runes. Likewise, the magic-user can
totally remove them whenever desired. They can otherwise be removed
only by a dispel magic spell, and the explosive runes lost until the spell is
triggered. The Instrument upon which the runes are placed will be
destroyed when the explosion takes place unless it is not normally subject
to destruction by magical fire.
Feign Death (Necromantic)
Level: 3
Range: Touch
Duration: 6 rounds + I round/
/eve/
Areo of Effect: Creature touched
Components: V, S
Casting Time: ? segment
Saving Throw: None
Explanation/Description: By meons of this spell, the caster or any other
creature whose levels of experience/hit dice do not exceed the magic-
user's own level can be put into a cataleptic slate which is impossible To
distinguish from actual death. Although the person/creature affected by
the feign death spell can smell,, hear, and know what is going on, no
feeling or sight of any sort is possible; thus, any wounding or mistreatment
of the body will not be felt and no reaction will occur and damage will be
only one-half normal In addition, paralysis, poison, or energy level drain
will not affect the Individuol/creoiure under the Influence of this spell, but
poison injected or otherwise introduced into the body will become
effective when the spell recipient is no longer under the influence of this
spell, allhough a saving throw is permitted. Mote that only a willing
individual can be affected by feign death. The spell coster Is able to end
the spell effects at any time desired, but it requires 1 full round for bodily
functions to begin again.
Fireball (Evocation)
Level: 3
Range: JO' + J'V/evel
Duration: Instantaneous
Area of Effect: 2" rod/ us sphere
Components: V, S
Casting Time: 3 segments
Saving Throw: ^
Explanation/Description: A fireball is an explosive burst of flome, which
detonates with a low roar, and delivers damage proportionate to the level
of the mogic-user who cost it, i.e. 1 six-sided die (da) for each level of
experience of the spell easier. Exception; Mogic fireball wands deliver 6
die fireballs (6d6), magic staves with this capability deliver S die fireballs,
and scroll spells of this type deliver a fireball of from 5 to 10 dice (d6 -f 4}
of damage. The burst of the fireball does noi expend a considerable
amount of pressure, and the burst will generally conform to the shape of
ihe area in which it occurs, thus covering on areo equal to its normal
spherical volume. [The area which is covered by the fireball is a total
volume of roughly 33,000 cubic feel (or yards)]. Besides causing damage
to creatures, the frrebolJ ignites all combustible materials within its burst
radius, and the heal of the fireball will melt soft metals such as gold,
copper, silver, etc. Items exposed to the spell's effecis musl be rolled for to
determine if ihey are affected. Items wilh a creature which makes its
saving throw are considered as unaffected. The magic-user points his or
her finger and speaks the range (distance and height) at which the fireball
is to bursl. A streak flashes from the pointing digit and, unless it impacts
upon a material body prior to attaining the prescribed range, flowers into
the fireball If creatures fall iheir saving throws, they all lake full Ml point
damage from the blast. Those who make saving throws manage lo dodge,
fall floi or roll aside, taking V? the full hit point damage — each and every
one within the bios I area. The material component of this spell is a tiny
ball composed of bat guano and sulphur.
Flome Arrow (Conjuration/Summoning)
Level] 3
Range: Touch
Duration: J segment/ieve/
Area of Effecl: Each arrow/bo It
touched
Components: V, 5, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: Once ihe magic-user has cast this spell, he or she
is able to touch one arrow or crossbow bolt (quarrel) per segment for the
duration of the flome arrow Each such missile so touched becomes magic,
allhough it gains no bonuses "to hit". Each such missile must be
discharged within 1 round, for after that period flame consumes it entirely,
and the magic is lost. Fiery missiles will certainly have normal probabilities
of causing combustion, and any creature subject to additional fire damage
will suffer + 1 nil point of damage from any flame arrow which hits it. The
malerial components for this spell are a drop of oil and a small piece of
flint.
Fly (Alteration)
Level: 3
Range: Touch
Duration: J turn/level + 1-6 turns
Areo of Effect: Creature touched
Components: V ( S, M
Casiing Time: 3 segments
Saving Throw: None
Explanation/Description: This spell enables ihe magic-user to bestow the
power of magical flight, The creature affected is able to move vertically
and/or horizontally at a rate of 1 2" per move (half thai if ascending, twice
that if descending in a dive). The exacl duration of the spell is always
unknown to the spell caster, as the 1-6 turns variable addition is
determined by the Dungeon Master secretly. The material component of
ihe fly spell is a wing feather of any bird.
Guil Of Wind (Alteration)
Level: 3
Range: 0
Components: V, S, M
Casting Time: 3 segments
MAGIC USER SPELLS (3RD LEVEL}
MAGIC USER SPELLS {3RD LEVEL)
Duration: J segment
Area of Effect: Vpoth, J 'per
level in length
Saving Throw: None
Explanation/Description; When this spell is cast, a strong puff of air
originates from the magic-user and moves in the direction he or she is
facing. The force of this gusf of wmd is sufficient to extinguish candles,
torches, and similar unprotected flames. It will cause protected flames —
such as those of lonlerns — to wildly dance and has a 5% chance per level
of experience of the spell caster to extinguish even such lights, It will also
fan large fires outwards \ ' to 6' in ihe direction of the wind's movement. It
will force back small flying creatures 1 " to 6" and cause man-sized ones to
be held moiionless if attempting to move into its force, and similarly slow
large flying creatures by 50% for I round. It will blow over lighl objects. Its
path is 1" wide by 1" of length per level of experience of the mogic-user
casting the gust of wind spell i.e. on 8th level magic-user causes a gust of
wind which travels 8". The material component of the spell is a legume
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Hotte (Alteration)
Level: 3
Range: 6"
Duration: grounds 4* ?
round/ level
Area of Effeci: A" X 4" area, f
crearure/feve/
Explanation/Description: When this spell is cost, affected creatures
function at double their normal movemenl and attack rotes. Thus, a
creature moving at 6" and oltockmg 1 time per round would move at 12"
and attack 2 times per round. Spell casting is not more rapid. The number
of creatures whrch can be affected is equal to the level of experience of
the magic-user, those creatures closest to the spell caster being affected in
preference to those farther oway, ond all affected by haste must be in the
designated area of effect. Nole that this spell negates the effects of a slow
spell (see hereafter). Additionally, this spell ages the recipients due to
speeded metabolic processes. Its material component is a shaving of
licorice root
liwr.lblHty.ir)'
Level: 3
Range: Touch
Duration: Special
Area of Effect:
creature touched
(Illusion/Phantasm)
JO' radius of
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Expianaiion/Description: This spell is essentially the same as invisibility
(q v. ) Those affected by it cannot see each other. Those affected creatures
which attack negate the invisibility only with respect to themselves, not
others made invisible, unless the spell recipient causes the spell to be
broken.
leomund* Tiny Hut (Alteration )
Level: 3
Range: 0
Duration: 6tums/levei
Area of Effect: I0 r diameter sphere
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: When this spell is cast, the mogic-user causes on
opaque sphere of force to come into being around his or her person, half
of Ihe sphere projecting above the ground or floor surface, the lower
hemisphere possing through ihe surface. This field causes the interior of
the sphere to maintain at 70* F. temperaiure in cold io 0" F. ( and heal up to
105* F. Cold below 0" lowers inside temperature on o 1' for 1* basis, heat
above 105" roises the inside remperoture likewise. The liny hut will with-
stand winds up to 50 m.p.h. without being harmed, but wind force greater
than thai will destroy it. The interior of the rrny hut is a hemisphere, ond
the spell easier can illuminate it dimly upon command, or extinguish the
light as desired. Note that although the force field is opaque from positions
outside, it is transparent from within. In no way will Leamund's Tiny Hut
provide protection from missiles, weapons, spells, and the like. Up io 6
other man-sized creatures can fit into the field with its creator, and these
others can freely pass in and out of the tiny hut without harming \\ v bul if
the spell coster removes himself from it, the spell will dissipate. The
material component for this spell is a small crystal bead which will shatter
when spell duration expires or the hut is otherwise dispelled.
Hold Person (Enchantment/Charm)
Level: 3 Components: V
Range: 12" Casting Time: 3 segments
Duration: 2 rounds/ieve/ Saving Throw: Neg.
Area of Effect: One to four persons
Explanation/Description: Similar to the second level cleric hold person
(q.v), ihis spell immobilizes creatures, within range, as designated by ihe
magic-user. If three or four persons are attacked, their saving throws are
normal, but if two are attocked, their saving throws are made at -1 ; and if
only one creature is attacked, the saving throw versus the hold person
spell is made at -3 on ihe die. Partial negation of a hold person spell, such
as would be possible by a ring of spelt turning, causes the spell to function
as a slow spell (q,v,) unless ihe saving throw is successful. Creatures
affected by the spell ore: brownies, dryads, dwarves, elves, gnolls,
gnomes, goblins, half-elves, halflings, half-ores, hobgoblins, humans,
kobolds, lizard men, nixies, ores, p.xies, sprites, and troglodytes.
Infraction (Alteration)
Level: 3 Components: V, 5, M
Range: Touch Casting Time: I round
Duration: 72 firms 4- 6 turns/level Saving Throw: None
Area of Effect: Creature touched
Explonation/Description: By means of this spell the mogic-user enables ihe
recipient of infravision io see light in the infrared spectrum. Thus,
differences in heat wave radiations can be seen up to 6". Note that slrong
sources of infrared radiation [fire, lanterns, torches, etc.) tend to blind or
cosi "shadows" [ust as such light does with respect to normal vision, so the
infravision is affected and does not function efficiently in the presence of
such heat sources. (Invisible creatures are not usually detectable by
rnfrovfsron, as ihe infrared light waves are affected by invisibility, just as
those of ihe ultraviolet and normal spectrums are.) The material
component of ihis spell is either a pinch of dried carrot or an agate.
Lightning Bolt (Evocation)
Level: 3 Components: V, $, M
Range: 4" 4 I'Vlevel Costing Time: 3 segments
Duration: Instantaneous Saving Throw: ti
Area of Effect: Special
Explanation/Description; Upon costing this spell, the magic user releases a
powerful stroke of electrical energy which causes damage equal to 1 six-
sided die (d6) for each level of experience of the spell caster to creatures
within its area of effect, or 50% of such damage to such creatures which
successfully save versus the attack form. The range of ihe bolt is the
location of Ihe commencement of the stroke, i.e. if shot to 6", the bolt
would extend from this point to n inches further distance. The lightning
bott will set fire to combustibles, sunder wooden doors, splinter up to \*
thickness of stone, and melt metals with a low melting point (lead, gold,
copper, silver, bronze). Saving throws must be made for objects which
withstand the full force of a stroke (cl fireball). The area of Ihe lightntng
holt's effeci is determined by ihe spell caster, just as its distance is. The
stroke can be either a forking boll 1 " wide and 4" long, or a single bolt W*
wide and 8" long r If a 12th level magic-user cast the spell ot its moximum
range, 16" in this case, the stroke would begin at 16" and flash outward
from there, as a forked bolt ending at 20" or o single one ending at 24". If
the full length of the stroke is not possible due to the interposition of a non-
conducting barrier (such as o stone wall), the lightning bolt will double
ond rebound towards its caster, its length being the normal total from
beginning to end of stroke, damage caused to interposing barriers
notwithstanding. Exomple: An 8" stroke is begun at a range of 4", but the
possible space in the desired direction is only 3 so ihe boll begins at
the 3 '/a" maximum, and it rebounds 8" in the direciron of its creator. The
material components of the spell are a bit of fur and an amber, crystal or
glass rod.
Monitor Summoning I (Con|urahan/5ummaning)
Level: 3 Components: V, 5, M
Range: 3" Casting Time: 3 segments
74
MAGIC-USER SPELLS (3RD LEVEL}
MAGIC-USER SPELLS (4TH LEVEL}
Duralion: 2 round* + f
round/level
Area of Effect: Special
Saving Throw; None
Explanation/Description: Wiihin 1-4 rounds of casting this spell, the magic-
user will cause the appearance of from 2-8 first level monsters (selected at
random by the referee, but whose number may be either rondomly
determined or selected personally by Ihe referee, according to the
strength of the monster randomly determined). These monsters will
appear In the spot, within spell range, desired by the magic-user, and they
will attack the spell user's opponents to the best of their ability until he or
she commands thai attack cease, or the spell duration expires, or the
monsters ore slain, Note that if no opponent exists to fight, summoned
monsters can p if communication is possible, and if they ore physically
capable, perform other services for the summoning magte-user The
material components of this spell ore a tiny bag and a small (not
necessarily lit) candle*
(Illusion/Phantasm)
Level: 3
Range: 8"+ 1'Y/evei
Duration: Special
Area of effect: 8 square inches + T
square inch/level
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Spec/a/
Explanation/Description: When this spell is cost, the magic-user creates a
visual illusion which will affect all believing creatures which view the
phantasmal farce, even to the extent of suffering damage from
phantasmal missiles or from falling into an illusory pit full of sharp spikes.
Note that oudlal illusion is not a component of the spell. The illusion lasts
until struck by on opponent — unless the spell coster causes the illusion 1o
read appropriately — or until the magic-user ceases concentration upon
the spell (due to desire, moving, or successful attack which couses
damage). Creatures which disbelieve the phantasmal force gain o saving
throw versus the spell, and if they succeed, they see it for what il is ond
add -M to associates' saving throws if this knowledge can be
communicated effectively. Creatures not observing the spell effect are
immune until they view it. The spell can create ihe illusion of any object,
or creature, or force, as long as it is within the boundaries of the spell's
area of effect This area can move within the limits of the range. The
material component of the spell is a bit of fleece.
From Evil. 10" Radius (Abjuration) Reversible
Level; 3
Range: Touch
Duration: 2 rounds/level
Area of Effect: 10' radios sphere
around creature touched
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description; This spell is the same as the first level protection
from evil spell except with respect to its area of effect. See also the first
level cleric protection from evil spell for general information,
(Abjuration)
Level: 3
Range: Touch
Du rot ion: J turn/1 eve J
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: By means of ihis spell, the magic-user bestows
total invulnerability lo hurled and projected missiles such as arrows, axes,
bolts, javelins, small stones and spears. Furthermore, it causes a reduction
of 1 from each die of damage Inflicted by large and/or magicol missiles
such as bollisto missiles, catapult stones, and magical, arrows, bolts,
javelins, etc. Note, however, lhal this spell does not convey any protection
from such magical attacks as fireboHs, lightning bolts, or magic rmssi/es.
The material component of this spell is a piece of tortoise or turtle shell.
(Allerotion)
Level: 3
Ronge:9"+ I "/level
Duralion: 3 rounds + I
rowid/revef
Area of Effect: 4" X 4"
creature/revel
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: A sfow spell causes affected creatures to move
and attack at one-half of the normal or current rote. Thus, it negates a
haste spell (q.v.) f has cumulative effect if cast upon creoiures already
slowed, and otherwise affects magically speeded or slowed crea lures. The
magic will affect as many creatures as the spell caster has levels of
experience, providing these creatures are wiihin the area of effect
determined by the magic-user, i.e. the 4" X 4" area which centers in the
direction and at the range called for by the caster. The material
component of ihis spell is a drop of treacle.
Suggestion (Enchantment/Charm)
Level: 3
Range: 3"
Duration: 6 turns + 6 turns/level
Area of Effect- One creature
Components: V, Art
Costing Time: 3segmenrs
Saving Throw: Neg.
Explanation/Description: When this spell is cost by the magic-user, he or
she influences the actions of the chosen recipient by u tie ranee of a few
words — phrases, or a sentence or two — suggesting a course of action
desirable to the spell coster. The creature to be influenced must, of course,
be able to understand the magic- user's suggestion, i.e., it must be spoken
in a language which ihe spell recipient understands. The suggestion must
be worded in such o manner as to make the action sound reasonable; a
requesr asking the creature to stab itself, throw itself onto a spear,
immolate itself, or do some other obviously harmful act will automatically
negate the effect of the spell. However, a suggestion that a pool of acid
was actually pure water, and o quick dip would be refreshing, is another
matter; or the urging thai a cessation of attack upon the magic-user's party
would benefit a red dragon, for the group could looi a rich treasure
elsewhere through co operative action, is likewise a reasonable use of the
spell's power. The course of action of a suggestion can coniinue in effect
for a considerable duration, such as in the cose of the red dragon
mentioned above. If the recipient creoture makes its saving throw, Ihe
spell has no effect. Note that a very reasonable suggestion will cause the
saving throw lo be made at a penalty (such as -1 , -2, etc. ) ot the discretion
of your Dungeon Master. Undeod are not subject to suggestion. The
material components of this spell are a snake's tongue ond either a bit of
honeycomb or a drop of sweet oil.
(Alteration) Reversible
Levei: 3
Range: 0
Duralion: 1 round/level
Area of Effect: 6" diameter circle
Components: V, M
Costing Time: 3 segments
Saving Throw: None
Explanation/Descripiion: Except as noted above, this spell is the same as
the fourth level cleric spell, tongues (q.v ). Also, the material component is
a small clay model of a ziggurat. which shatters when the spell Is
pronounced
( A Iteroti on ) Re versible
Level: 3
Range: Touch
Duration: 3 turns/level
Area of Effect: Creature touched
Components: V, S 4 M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: Except as noted above, ond that Ihe material
componem of the spell is a short reed or piece of strow, this is the same as
the third level dru id spell, water breathing (q.v,).
Fourth level Spells:
( En cha ntm en t/Cha rm )
Level: 4
Range: 6"
Duration: Special
Area of Effect: Spec/of
Components: V, S
Casting Time: 4 segments
Saving Throw: Neg.
Explanation/Description: This spell is similar to a chorm person spell (q«v,),
but it will affect any living creature — or several creatures of lesser level
as explained hereafter. The magic-user casts the charm monster spell, and
any affected creature regards the spell caster as friendly, an ally or
companion to be ireated well or guarded from harm. If communication is
possible, the charmed creature will follow reasonable requests.
75
MAGIC USER SPELLS (4TH LEVEL}
MAGIC USER SPELLS (4TH LEVEL}
instructions, or orders most faithfully (cf. suggestion spell). Affected
creatures will eventually come our from under rhe influence of the spell,
and the probability of such breaking of a charm monster spell is a function
of the creature's level, i.e. its number of hit dice:
lhat the magic-user wears or carries, subject to a maximum weighi equal
to 5,000 gold pieces of non-living matter, or half that omouni of living
matter, is transferred with the spell coster. Recovery from use of o
dimension door spell requires 7 segments.
Monitir Lovol
or Hit Dice
1st or up to 2
2nd or up to 3 + 2
3rd or up to 4 + 4
4th or up to 6
Sth or up to 7 + 2
6th or up to 8 + 4
7th or up to 10
Sth or up to 12
9ih or over 12
Percent Chance/
Week of Breaking Spell
5%
10%
15%
25%
35%
45%
60%
75%
90%
Enchanted Weapon {Alteration ) Reversible
Naturally, overtly hostile octs by the person charming the monster will
automatically break ihe spell, or at the very least allow the monster a new
saving throw versus the charm. The spell will affect from 2-8 1st level
creatures, 1-4 2nd level creatures, 1 or 2 3rd level, or 1 creature of 4th or
higher level
Confusion (Enchantment/Charm)
Level: 4
Ronger ?2
Duration: 2 rounds 4- 1
round//eve/
Area of Effect: Upta6"X6"
Component: V, S, M
Casting Time: 4 segments
Saving Throw: Special
Explanation/Description: Excepi os noted above, this spell is identical to
ihe seventh level druid spell, confusion (q.v,). However, it affects a basic
2-16 creatures. Its material component is o set of three nut shells.
Dig (Evocation)
Level: 4
Range: 3"
Duration: J round/level
Areo of Effect: 5* cube per /eve/ of
me mogic-user
Components: V, 5, M
Casting Time: 4 segments
Saving Throw: Speaal
Explanotjon/Oescnption: A djg spell enables the caster to excavate 125
cubic feet of earth, sond, or mud per round. The hole thus dug is a cube 5 f
per side. The material thrown from the excavaiion scatters evenly around
the pit. If the magic-user continues downward beyond 5\ there is a chance
that the pi! will collapse: 1 5%/additional 5' m depth in earth,
35%/additional 5' depth in sond, and 55%/oddiiional 5 J depth in mud. Any
creature at the edge (T) of such a pii uses its dexterity score os a saving
throw to avoid falling into the hole, with a score equal to or less than the
dexterity meaning that a fall was avoided. Any creature moving rapidly
towards a pit area will fall in unless it saves versus magic. Any creature
caught n, -he cenier a: :j pi- ( usi dug will always, fall in. The spoil caster
uses a miniature shovel and liny bucket to activate a dig spell and must
continue to hold these material components while each pit is excavated.
Dimension Deer (Alteration)
Level: 4
Range: 0
Duration: Special
Areo of Effect: Spell caster
Components* V
Casting Time: I segment
Saving Throw: None
Explanation/Description: By means of o dimension door spell, the magic-
user instontly transfers himself or herself up to 3" disiance per level of
experience of the spell caster. This special form of teleportatlon allows for
no error, and the mogic-user always arrives at exactly the spot desired —
whether by simply visualizing the area (within spell transfer distance, of
course) or by stating direction such as "30 inches straight downwards," or
"upwards to the northwest, 45 degree angle, 42 inches." If the magic-user
arrives in a piece which is already occupied by a solid body, he or she
remains rn the Astro/ Plane until located by some helpful creature willing
to cast a dispel magic upon the person, for he or she is stunned and cannoi
successfully perform any spell casiing. If distances are stated and the spell
coster arrives with no support below his or her feel (i.e., in mid-air), falling
and damage will result unless further magical means are employed. All
Level: 4
Range: Touch
Duration: 5 rounds/level
Area of Effect: Weaponf s) touched
Components: V, 5, M
Casting Time: I turn
Saving Throw None
Explonation/Description: This spell turns an ordinary weapon into a
magical one. The weapon is the equivalent of a + 1 weapon but has no
bonuses wholsoever. Thus, arrows, axes, bolts, bows, daggers, hammers,
maces, spears, swords, etc. can be made into enchanted weapons. Two
small (arrows, bolts, doggers, etc.) or one large (axe, bow, hammer,
mace, eic.) weapon can be affected by the spell. Note that successful hits
by enchanted missile weapons cause the spell to be broken, but that
otherwise the spell duration lasts until the time limit based on the level of
experience of the mogic-user casting it expires, i.e. 40 rounds (4 turns) in
the cose of an 8th level magic-user. The material components of this spell
are powdered lime and carbon.
Extension I (Alteration)
Level: 4
Range: 0
Duration: Special
Components: V
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: By use of an extension I spell the magic-user
prolongs the duration of a previously cast first, second, or third level spell
by 50%. Thus, a levitation spell can be made to function 1 % h turns/level, a
hold person spell made to work for 3 rounds/level, etc. Naturally, the spell
has effect only on such spells where duration is meaningful.
Fear ( 1 1 1 usi on/Phantasm)
Level: 4
Range: 0
Duration: Specfaf
Area of Effect: 6" long cone, 3'
diameter at end, H ' at base
Components: V, S, M
Casting Time: 4 segments
Saving Throw: Meg.
Explanation/Description: When a fear spell is cast, the magic-user sends
forth an invisible ray which couses creatures within its area of effect to turn
away from the spell coster and flee in panic. Affecied creatures ore likely
to drop whatever they are holding when struck by the spell; the base
chance of this is 60% at 1 st level {or ot 1 hit die), and each level (or hit die)
above this reduces the probability by 5%, i.e. at lOlh level ihere is only a
15% chance, and ot 13lh level 0% chance. Creatures affected by fear flee
ot their faslest rale for the number of melee rounds equal to the level of
experience of the spell caster. The panic takes effect on the melee round
following ihe spell casting, but dropping of Items in hand will take place
immediately. Of course, creatures which make their saving throws versus
the spell are not affected The material component of this spell is either the
heart of a hen or a white feolher.
Fire Chorm (Enchantment/Chorm)
Level: 4
Range: V
Duration: 2 rounds/level
Area of Effect: 30' diameter of fire
Components: V, S, M
Casting Time: 4 segments
Saving Throw: Neg.
Explanation/Description: By means of this spell the magic-user causes a
normal fire source such as a brazier, flambeau, or bonfire to serve as a
magical agent, for from this source he or she couses a gossamer veil of
mulli-hued flame to circle the fire at 5' distance. Any creatures observing
the fire or the dancing circle of flame oround it must save versus magic or
be charmed into remaining motionless and gazing, transfixed at the
flames. While so charmed, creatures are subfeci to suggestion spells of \2
or fewer words, saving against their Influence at -3. The fire charm is
broken by any physical attack upon ihe charmed creature, if o ^olid object
is interposed between the creoture and the veil of flames so os to obstruct
76
MAGIC USER SPELLS (4TH LEVEL)
MAGIC-USER SPELLS (4TH LEVEL)
vision, or when the duration of the spell is at an end. Note that the veil of
flame is noi a magical fire, and passing through it incurs the same type
and amount of damage as would be sustained from passing through its
original fire source. The material component far this spell is a small piece
of multicolored silk of exceptional thinness which the dweomercraefter
must ihrow into the fire source.
Br* Shield: (Evocation-Alteration)
Level: 4
Range; 0
Duration; 2 rounds + ?
round/level
Area of Effect: Persona/
Components. V, S, M
Casting Time: 4 segments
Sav.ng Throw: None
Explanation/Description: By casting this spell ihe mogiouser appears to
immolate himself or herself, but the flames are th in and wispy, shedding
light equal only to half thai of a normal torch (15' radius of dim light), and
colored blue or green if variation A is cost, violet or blue if variation B is
employed Any creature striking the spell caster with body or hand-held
weapons will inflict normal damage upon the magic-user, but the attacker
will take double the amount of damage so inflkredf The other spell
powers depend on the variation of Ihe spell used:
A) The flames are hot, ond any cold -based attacks will be saved
against ai +2 on the dice, and either half normal damage or
no damage will be sustained; fire-based attacks are normal,
but if Ihe magic-user fails to moke the required saving throw
(if any) against them, he or she will sustain double normal
damage. The material component for this variation is a bit of
phosphorous.
B) The flames are cold, and any frre-based attack will be saved
against ai + 2 on the dice, and either half normal damage or
no damage will be sustained; cold-based attacks are normal,
but if the magic-user fails to make ihe required saving throw
(if any) against them, he or she will sustain double normal
damage. The material component for this variation is a live
f iref fy or glow worm or the toil portions of 4 dead ones.
Fire Trap (Evocation)
Level: 4
Ronge: Touch
Duration: Permanent until
discharged
Area of Effect; Object touched
Components: V. S s M
Casting Time: 3 rounds
Saving Throw; 'A
discharged
i^fenaiion/Descripiion: Any closable item (book, box, bottle, chest,
coffer, coffin, door, drawer, and so forth) Ft affected by o fire trap spell,
but the Item so trapped connot have o second spell such as hold portal or
wizard lock placed upon it except as follows: if a fire trap/hold portal is
attempted, only the spell first cast will work, ond the other will be negated
(both negated if cast simultaneously). If a fire trap is cast after a wizard
focie, the former is negated, if both are cast simultaneously both are
negated, ond if a wizard lock is casi after placement of a fire frop there is a
50% chance thai both spells will be negated. A knock spell will not offecta
fire trap in any way — as soon as the offending party enters/touches, Ihe
trap will discharge, The caster can use the trapped objecl without
discharging it. When the trap is discharged there will be an explosion of 5'
rodius r and all creatures within this area must make saving throws versus
magic. Damage is hit points plus 1 hit point per level of the magic-user
who cost the spell, or one-half the total amount for creatures successfully
soving versus magic. The item trapped is NOT harmed by this explosion.
There is only 50% of Ihe normal chance to detect a ffre trap, and failure to
remove it when such action is attempted detonates it immediately. To
place this spell, the cosier must trace the outline of ihe closure with a bit of
sulphur or saltpeter.
Fumble (Enchantment/Charm)
Level: 4
Range: TV/eve/
Duration: 1 round/level
Area of Effect: I creature
Components: V, S, M
Casting Time: 4 segments
Saving Throw: 14
Explanation/Description; When a fumble spell is cast, the magk-user
causes the recipient of the mogic to suddenly become clumsy and
awkward, Running creatures will trip and fall, those reaching for an item
will fumble ond drop it, those employing weapons will likewise
awkwardly drop them. Recovery from a fali or of a fumbled object will
typically require the whole of the next melee round. Note that breakable
items might suffer do mage when dropped. If the victim makes his or her
saving throw, the fumble will simply make him or her effectively operate
at one-half normal efficiency (cf srow spell). The material component of
■his spell is o dab of solidified milk fal.
(Illusion/Phantasm)
Level: 4
Range: 2" /level
Duration: Special
Area of Effect; J"X
area/level
I " square
Components: V, S, M
Casting Time: I turn
Saving Throw: None
Explanation/Description: By means of this spell the magic-user causes an
illusion which hides the actual terrain within the area of the spell's effect.
Thus, open fields or a road can be made to look as if a swamp or hill or
crevasse or some other difficult or impassable terrain existed there. Also, a
pond can be mqde io appear as a grassy meadow, a precipice look as if it
were a gentle slope, or a rock-strewn gully made lo look os if it were a
wide and smooth road The haffucmafory terram persists until a dispel
magic spell is cast upon Ihe area or uniil ii is contacted by an intelligeni
creature. Each level of experience of the magic-user enables him or her to
affect a larger area. At 10th level, a magic-user can affect on area up to
10" X 10" square, while at 12th level ihe spell coster affects a 12" X 12"
square area. The material components of ihis spell are a stone, a twig, and
a bit of green plant — leaf or gross blade
ke Storm (Evocation)
Level: 4
Range: I "/level
Duration; I round
Area of Effect: Special
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None
Explanation/Description: When this spell is cost, the magk-user causes
either great hail stones to pound down in an area of 4" diameter and
inflict from 3 to 30 (3d 10) hft points of damage on any creatures within the
area of effect; or the ice storm can be made to cause driving sleet to fall in
on area of 8" diameter and both blind creatures within its area of effect for
the duration of ihe spell and cause the ground in the area to be icy, thus
slowing movement within by 50% and making it 50% probable lhat a
moving creature will slip and fall when trying to move. The material
components for this spell are a pinch of dust and a few drops of water.
(Note that this spell will negate a hear metal spell (q,v,), bur its first
application will also cause damage in the process.}
(Illusion/r^ontasm)
Level: 4
Range: I ' /level
Duration: Special
Area of Effect; M'X
square/level
Components: V, S, M
Casting Time: ) rurn
Saving Throw: None
Explanation/Description: When this spell is cast upon willing creatures of
man-size or smaller, up to 10 such creaiures per level of experience of the
magic-user can be made to appear as normal trees of any sort. Thus, a
company of creatures can be mode io appear as a copse, grove, or
orchard. Furthermore, these rnassmorphed creatures can be passed
through — and even touched — by other creatures without revealing the
illusion. Note, however, that blows to the creature-trees will reveal their
nature, os damage will be sustained by the creatures struck and blood will
be seen. Creatures rnassmorphed must be within the spell's area of effect.
Unwilling creatures are not affecled. The spell persists until the caster
commands it to cease or until a dispel magic is cast upon the creatures. The
material component of this spell is a handful of bark chips.
(Abjuration)
Level: 4
Range: 0
Duration: I round/I eve/
Area of Effect; I "diameter sphere
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None
77
MAGIC-USER SPELLS (4TH LEVEL/
MAGiC-VSER SPELLS (4TH LEVEL)
Explanation/Description; This spell Creoles a magical sphere around the
easier which prevents any firsi, second or third level spells from
penetraling, i.e. the area of effecf of any such spells does noi include the
area of the minor giobe of invulnerability. However, any sor! of spells con
be cast qui of the magical sphere, and ihey pass from the caster of the
g/obe, through its area of effect, and to their target without effect upon the
minor g/obe of invulnerability. Founh and higher level spells are not
affected by the globe. It can be brought down by o dtepei magic spell- The
material component of the spell is a glass or crystal bead.
Monster Summoning II (Conjuration/Summoning)
Level: 4
Range: 4"
Duration: 3 rounds + I
round//eve/
Areo of Effect: Spec/a/
Components: V. S, M
Casting Time: 4 segments
Saving Throw: None
Explanation/Description: This spell is similar to the third level monster
symmon/ng i spell (q.v.J. Its rnaior difference is that 1-6 second level
monsiers are conjured up. The material components are the some as those
of the lesser spel I. There is also a 1 -4 round delay.
Pldnt Growth {Alteration)
Level; A
Range: W\eve\
Duration: Permanent
Area of Effect: I " X T" square
orea//eveJ
Components: V, S
Costing Time: 4 segments
Saving Throw; None
Explanation/Description: Except as noted above, this spell is the some as a
third level druid spell, plant growth (q.v.).
Polymorph Other (Alteration)
Level: 4
Range: Vi'Aevel
Duration: Permanent
Area of Effect: One creafure
Components: V r 5, Art
Casting Time: 4 segments
Saving Throw; Neg.
Explanation/Description: The polymorph other spell is o powerful magic
which completely allers the form and ability, and possibly the personality
ond mentality, of Ihe recipient. Of course, creatures with o lower
intelligence cannol be polymorphed into something with a higher
intelligence, but the reverse is possible. The creature polymorphed must
make a "system shock" (cf. CONSTITUTION) roil to see if it survives the
change. If It is successful, it then acquires all of ihe form and abilities of
the creature it has been polymorphed into. There Is a base 100% chance
that this change will olso change its personality and mentality into thai of
the creature whose form it now possesses. For each 1 point of intelligence
of the creature polymorphed, subtract 5% from the base chance.
Additionally, for every hit die of difference between the original form and
the form li is changed into by the spell, the polymorphed creaiure must
adjust the base chance percentage by +/-5% per hit die below or above
its own number (or level in the case of characters). The chance for
assumption of the personality and mentality of the new form musi be
checked doily until the change takes place. (Note that all creatures
generally prefer their own farm and will not wi//rng/y stand the risk of
being subjected to this spell!) If a one hit die ore of 8 intelligence is
polymorphed into a white dragon with 6 hit dice, for example, it is 85%
(100% - [5% X 8 intelligence] + [(6 - 1 ) X S%] = BS%) likely to actually
become one in all respects, but in any case it will have the dragon's
physfcal and mental capabilities; and if it does not assume the personality
and mentality of a white dragon, it will know whal it formerly knew as
well. Another example: on 8th fevel fighter successfully polymorphed into
o blue drogon would know combat with weapons and be able to employ
ihem with prehensile dragon forepows if the fighter did not take on
drogon personality and mentality. However, the new form of the
polymorphed creature may be stronger than it looks, I.e. a mummy
changed to a puppy dog would be very tough, or a brontotaurus changed
to an ant would be impossible to squash merely from being stepped on by
a small creature or even a man-sized one The magic-user musi use o
dispel mogic spell !o change the po/ymorphed creature back to its original
form, and this loo requires a "system shock" saving throw. The material
component of this spell is a caterpillar cocoon.
Polymorph Self (Alteration)
Level: 4
Range: 0
Duration: 2 turns/level
Areo of Effect: The magic-user
Components: V
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: When this spell is cost, the magic-user is able lo
assume the form of any creaiure — from as small as a wren to as large as o
hippopotamus — and iis form of locomotion as well. The spell does not
give the other abilities (attack, magic, etc), nor does it run the risk of
changing personality and mentality. No "sysiem shock" check is required.
Thus, a magic-user changed to an owl could fly, but his or her vision would
be human; a change to a black pudding would enable movement under
doors or along halls and ceilings, but not the pudding's offensive or
defensive capabilities. Naturally, the strength of the new form musi be
sufficient to allow normal movement. The spell caster can change his or
her form os often as desired, the change requiring only 5 segments.
Damage to the po/ymorphed form is computed os if it were inflicted upon
the magic-user, bui when the magic-user returns to his or her own form,
from 1 to 1 2 ( d 1 2 ) poi nts of damage ore restored.
Rary'i Mnemonic Enhancer (Alteration)
Level: 4
Ronge: 0
Duration: May
Area of Effect: The magic-user
Components: V, S, Art
Costing Time: I turn
Saving Throw: None
Explanation/Description: By means of this spell the magic-user is able to
memorize, or retain the memory of, three additional spell levels, i.e. three
spells of the first level, or one first and one second, or one third level spell.
The magic-user con elect to immediately memorize additional spells or he
or she may opt to retain memory of a spell cast by means of the Enhancer.
The material components of the spell are o piece of string, an ivory plaque
of ot least 100 g.p, value, and on ink composed of squid secretion ond
either black dragon's blood or giant slug digestive juice. All components
disappear when the spell Is cost.
Remove Curie (Abjuration) Reversible
Level; 4
Range: Touch
Duration: Permanem
Area of Effect: Spec ial
Components: V, S
Casting Time: 4 segments
Saving Throw: Special
Explanation/Description; Except os noied above, this spell is the i
the third level cleric spell, remove curse (q.v.).
Wall OT Fire (Evocation)
Level; 4
Range: 6"
Duration: Special
Areo of Effect: Special
Components: V, 5, M
Costing Time: 4 segments
Saving Throw: None
Ex plana i ion /Description: This spell differs from the fifth level druid spell,
wall of fire (q.v.J only as indicated obove and as stated below: the flame
color is either violet or reddish blue, base damage is 2-12 hit points (plus 1
hit point per level), the radius of the ring-shaped wolf of fire is \" + 1/4"
per level of experience of the magic user casting it, and the moferiol
componenl of the spell is phosphorus.
Components: v*, S, M
Casting Time: 4 segments
Saving Throw: None
Level: 4
Range: J"//eve/
Duration: J furn//eve)
Area of Effect: Special
Explanation/Description: When this spell is cast, o sheet of strong, flexible
ke is created. The wall is primarily defensive, stopping pursuers and the
like. The wall is one inch thick per level of experience of ihe magic-user. It
covers a 1 " square area per level. I.e. a 10th level magic-user would cause
a wail of ice up to 10" long and 1" high, or 5" long and T high, and so
forth. Any creature breaking through the ice will suffer 2 hit points of
78
MAGIC-USER SPELLS f4TH LEVEL)
MAGIC-USER SPELLS (STB LEVEL)
domage per inch of thickness of ihe wall, fire-using creatures will suffer 3
hit points, cold-using creatures only 1 hit poini when breaking through. If
ihis spell is cast to form a horizontal sheet to foil upon opponents, II has the
same effect as an ice storm's (q.v.) hail stones in Ihe area over which it
falls. Magical fires such as fireballs and fiery dragon breath will melt a
wall of ice in 1 round, though they will cause a great cloud of steamy fog
which will last 1 turn, but normal fires or lesser magical ones wilt not
hasten its melting. The material component of this spell is a smoll piece of
quartz or similar rock crystal.
Wfcord Eye (Alteration)
Level: 4
Range: 0
Duration: I round/level
Area of Effect: Speda*
Components: V, S, M
Casting Time: 7 turn
Saving Throw: None
Explanation/Description: When this spell is employed, the magic-user
creates on invisible sensory organ which sends visual information to him
or her. The wizard eye irovelsat 3" per round, viewing on areo ahead as a
human would or 1" per round examining the ceiling and walls as well as
The floor ahead and casually viewing the walls ahead. The wizard eye can
"see" with inf revision at 10', or it "sees" up to 60' distant in brightly lit
areas. The wizard eye can travel m any direction as long as the spell lasts.
The material component of the spell is a bit of bat fur.
Fifth Level Spells:
Airy Water (Alteration)
Level: 5
Range: 0
Duration: 1 turn/fever
Area of Effect: 2" dramefer sphere
or 4* diameter hemisphere
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None
Explanation/Description: The airy water spell lurns normal liquid such as
water or water based infusions or solutions to a less dense, breathable
substance Thus. If the magic-user were desirous of entering an
underwater place, he or she would step into the water, cast the spell and
sink downwards in a globe of bubbling water which he or she and any
companions in the spell's oreo of effect could move freely in and breathe
just as if it were air rather ihan water. The globe will move with the spell
caster. Note that water breathing creotures will avoid a sphere (or
hemisphere) of orry water, although intelligent ones can enter it if ihey
are able to move by means other than swimming, but no waler-breathers
will be able to breathe in an area affected by ihis spell. There is only one
word which needs to be spoken to actuate the magic, and the material
component of the spell is a small handful of alkaline or bromine salts.
Growth (Alteration) Reversible
Level: 5
Range: 6"
Duration: f round/lever
Area of Effect: up to 8 animals in a
T square area
Components: V, S
Costing Time: 5 segments,
Saving Throw: None
Explanation/Description: Except os noted above, and for the fact that the
material component of the spell is a pinch of powdered bone, this is the
same os the fifth level druid spell animal growth (q.v,).
Animate Dead (Necromantic)
Level: 5
Range: I* 4
Duration: Permanent
Area of Effect: Special
Components: V, 5, M
Casting Time: 5 rounds
Saving Throw: None
Explanolion/Description: Except as noted obove. this spell is the same as
Ihe third level cleric spell animate dead (q.v. )
Bigby i Interposing Hand (Evocation)
Level: 5
Range: t "/level
Duration: 1 round/level
Areo of Effect: Special
Components: V, 5, M
Costing Time: 5 segments
Saving Throw: None
Explanation/Description: Bfgby's interposing Hand is a large to huge-sized
magic member which appears and places itself between the spell caster
and his or her chosen opponenl. This disembodied hand then remains
between the two, regardless of what the spell coster does subsequently or
how the opponent tries to get around it. The size of the Hand is
determined by the magic-user, and it can be human-sized all the way up
to lilan-sized. It lakes as many hit points of domage to destroy as the
magic user who cast it Any creature weighing less than 2,000 pounds
trying to push past It will be slowed to one-half normal movement. The
material componenT of the spell is o glove.
Cloudkill (Evocation)
Level: 5
Range: I"
Duration: \ round/level
Areo of Effect: 4" wide, 2" high,
2"aeepc/oud
Components: V, S
Casting Time: 5 segments
Saving Throw: None
Explanation/Description: This spell generates o billowing cloud of ghastly
yellowish green vapors which is so toxic as to slay ony creature with fewer
than 4 + t hit dice, cause creatures with 4 + I to 5 -f- ^ hit dice to save
versus poison at -4 on the dice roll, and creatures up to 6 hit dice
(inclusive) to save versus poison normally or be slam by the cfoud The
cloudkill moves away from the spell coster at 1" per round, rolling along
the surface of the ground. A wind will cause it ro alter course, bui it will not
move back towards its caster. A strong wind will break it up in A rounds,
and o greater wind force prevenis the use of ihe spell. Very thick
vegetation will disperse the cloud in two rounds, i.e. moving through such
vegetation for T\ As the vapors are heavier than air, they will sink to the
lowest level of the lond, even pour down den or sinkhole openings; thus, it
is ideal for slaying nests of giant ants, for example-
Conjure Elemental (Conjuration/Summoning)
Level: 5
Range: 6"
Duration: J fum//eve/
Area of Effect: Special
Components: V,, S, M
Casting Time: I turn
Saving Throw: None
Exploration/Description: There are actually four spells in one as I
con/ure elemental. The magic-user is able to conjure an cir, earth, fire or
water elementol with this spell — assuming he or she has the material
component for the particular elemental. A considerable fire source must
be 111 range to conjure that type of elemental; a large amount of water
must be likewise available for conjuration of a water elemental. Conjured
elementols ore very strong — see ADVANCED DUNGEONS & DRAGONS,
MONSTER MANUAL — typically having 16 hit dice (16dB), It is possible to
conjure up successive elemental* of different type if the spell coster has
memorized rwo or more of these spells. The lype of elemental to be
conjured must be decided upon before memorizing the spell. The
elemental conjured up must be controlled by the magic-user, i.e. the spell
caster musl concentrate on ihe elemental doing his or her commands, or it
will turn on the magic-user and attack. The elementol, however, will not
cease o combat to do so, but it will avoid creatures when seeking its
conjurer. If ihe magic-user is wounded or grappled, his or her
concentration is broken. There is always o 5% chance thot the elemental
will lurn on its conjurer regardless of concentration, and Jhis check is made
ai the end of the second and each succeeding round. The elementol con
be controlled up to 3" distant per level of the spell coster. The elemental
remains until its form on Ihis plane is destroyed due to damage or the
spell s duration expires Note lhat water elementols are deslroyed if they
move beyond 6" of o body of water The maieriot component of this spell
(besides the quantity of the element ot hand) is a small amount of:
Air Elemental — burning incense
Earth Elemental — soft clay
Fire Elementol — sulphur and phosphorus
Water Elemental water and sand
N.B. Special protection from uncontrolled elementols is available by
means of a pentode, pentagram, thoumaturgic triangle, magic circle, or
protection from evil spell.
Cone Of Cold [Evocation)
Level: 5
Range: 0
Components: V, S, M
Casting Time: 5 segments
79
MAGIC USER SPELLS (5TH LEVEL}
MA (i/C-l Si R SPHLLS (5TH LEVEL}
Duration: fnsfonfoneous
Area of Effect: Special
Saving Throw: 54
Explanation/Description: When rhis spell is cast, it causes a cone-shaped
area originating at the magic-user's hond and extending outwards in a
cone W* long per level of the coster. It drains heat and causes 1 four-sided
die, plus 1 hit point of damage (1d4 + 1), per level of experience of the
magic-user, for example, a 1 Oth level magic-user would cast a cone of
cold causing IGcU ■+■ 10 hit points of damage. Its material component is a
crystal or glass cone of very small size.
Contact Other Plane (Divination)
Level: 5
Range: 0
Duration: Special
Area of Effect: Special
Components: V
Casting Time: I turn
Saving Throw: None
Explanation/Description: When ih is spell is casi, the magic-user sends his
or her mind to another plane of existence in order to receive advice and
information from powers there. As these powers are located at random,
and resent such contact in ony case, only brief answers will be given.
(Your DM will answer all questions with a "yes", "no", "maybe",
"never", "irrelevant", etc.) The characier can contact an elemental plone
or some plane further removed* For every 2 levels of experience of the
magic-user one question may be asked. Contocl with minds far removed
from the plane of the magic-user increases the probability of the spell
coster going insane or dying, but the chance of the power knowing the
answer, as well as the probability of the bemg telling the correct answer,
Likelihood
Likelihood
Probability
Plane
of Insanity*
of Knowledge
of VertKfty*
Elemental
20%
90%***
75%
1 removed
5%
60%
65%
2 removed
10%
65%
67%
3 removed
15%
70%
70%
4 removed
20%
75%
73%
5 re moved
25%
80%
75%
6 re moved
30%
85%
78%
7 removed
35%
90%
81%
8 removed
40%
95%
85%
9 or more
removed
50%
98%
90%
• For every 1 point of intelligence over 15, the magic user reduces
probability of insanity by 5%<
•• If Ihe answer is unknown, and the answer is not true, the being will
answer definitely. If truth Is indicated, it will answer "unknown."
•••Assumes knowledge of questions pertaining to the appropriate
elemental plane.
Insanity will strike as soan as 1 question Is asked. It will last for 1 week for
each removal of the plane contacted, 10 weeks maximum. There is a \%
chance per plane that the magic-user will die before recovering unless a
remove curse spell is cast upon him or her.
Distance Dlitortlon (Alteration)
Level: 5
Range: IVIeveJ
Duration: J turn/level
Area of Effect: 100 square " per
level
Components: V, S. M
Casting Time: 6 segmenfs
Saving Throw: None
Explanation/Description: This spell can only be cast when the mogk-user
has an earth elemental con|ured up, but the elemental will not react
hostilely to co-operation with the spell caster when he or she announces
that his or her intent is to cast a dtsiance distortion spell The magic places
the earth elemental In the area of effect, and the elemental then causes
the area's dimensions to be distorted in either of two ways: 1 ) the area will
effectively be one-half the distance to those travelling over it, or 2) the
i will be twice the distance to those travelling across it. Thus a 10' X
100' corridor could seem as if ii wos but 5' wide and 50' long, or \\ could
appear to be 20' wide and 200' long. When the spell duration has elapsed,
the elemental returns to its own plane. The true nature of an area affected
by distance distortion is absolutely undetectable to any creatures travelling
along it, alihough the area will radiate a dim dweomer, and a true seeing
spell will reveal thai an earth elemental Is spread within the area.
Material needed for this spell is a small lump of soft clay.
Extension H (Alteration)
Level: 5
Range: 0
Duration: Special
Area of Effect: Special
Components: V
Costing Time: 4 segments
Saving Throw: None
Explanation/Description: This spell is the same as ihe fourth level
Exrension f spell, except it extends rhe duration of first rhrough fourth level
spells by 50%.
Feeblemlnd (Enchantment/Charm)
Level: 5
Range: T'V/evef
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Costing Time: 5 segment
Saving Throw: Neg.
Explonaiion/Oescription Excepi os noted above, this spell is the same as
the sixth level droid spell, feeblemind (q.v,), The material component of
this spell is a handful of small clay, crystal, glass or mineral spheres.
Hold Monster ( Enchantment/Charm)
Level: 5
Range: level
Duration: 1 round/level
Area of Effect: One to four
mansfers ( creatures)
Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.
Explanation/Description: This spell immobilizes from one lo four creatures
of any type within spell range and in sight of the spell caster. He or she can
opt to hold one, two, three or four monsters. If three or four ore attacked,
each saving throw is at normal, if two are attacked, each saving throw is at
-1 on the die; and if but one is attacked, the saving throw is at -3 on the
die, (Partially-negated hold monster spell effects equol those of a s/ow
spe/U The material component for this spell is one hard metal bar or rod
for each monster to be held The bar or rod can be small, Le. Ihe size of a
ihree-penny naiL
Leomund'f Secret Chest {Alteration, Conjuration/Summoning)
Level: 5
Range; Special
Duration: 60 days
Area of Effect: One chest of about
2'X2'X3'size
Components: V,5,M
Casting Time: 1 turn
Saving Throw: None
Explanation/Description: In order to cast this spell the magic-user must
hove an exceptionally well-crafted and expensive chest constructed for
him by master craftsmen. If made principally of wood, It must be of ebony,
rosewood, sandalwood, teak or the like, and all of its corner fittings, nails,
and hardware must be of platinum. If constructed of ivory, the metal
fittings of the chest may be of gold; and if the chest is fashioned from
bronze, copper, or silver. Its fittings may be of eloctrum or silver. The cost
of such a chest will never be less than 5,000 g.p. Once constructed, the
magic-user must hove a tiny replica (of the same maleriols and perfecl in
every detail} made, so that the miniature af the chest appears to be a
perfecl copy. One magic-user can have but one pair of these chests at any
given time, and even wrsn spells will not allow exception!
While touching Ihe chest and holding the tiny replica, ihe caster chanls the
spetl. This will cause the large chest to vanish Into the ethereal plane. The
chest can contain one cubic foot of material per level of the magic-user no
maiter what its apparent size. Living matter makes it 75% likely that the
spell will fail, so Ihe chest is typically used far securing valuable spell
books, magic Hems, gems, etc. As long os the spelt caster hos the small
P the magic chest, he or she can recall the large one from the
» to the locale he or she is in when the chest is desired I' '
80
MAGIC USER SPELLS (STH LEVEL}
MAGIC-USER SPELLS (STH LEVEL}
miniature of the chest is lost or destroyed there is no way, including a
wish, mot the large chest will return.
While on ihe ethereal plane, there Is a 1% cumulative chance per week
that same creature/ being will find the chest. If this occurs there is Wo
likelihood that the chest will be ignored, JOVo possibility that something
will be added to the contents, 30% possibility that ihe contents will be
exchanged for something else, 30% chance that something will be stolen
from it. and 20% probability that it will be emptied, In addition, when the
secret chesf is brought bock to the Prime Moteriol Plane, an ethereal
window Is opened and remains open for 5 hours, slowly diminishing in
size. As this hole opens between the planes there Is a 5% chance that some
ethereal monster will be drawn through, wllh a 1% cumulative reduction
in probability each hour thereafter until the window is gone. However, no
creature on the Prime Material Plone can locate the chest, even with a
gem of seeing, true seeing, etc.
If Leomund's Secret Chesr is not retrieved before spell duration lapses,
there is a cumulative chance of 5% per day thai the chest will be lost
forever, l.e, 5% chance for loss at 61 days, )Cj% at 62 days, and so forth.
magic /or is the spell's material component. Note that a possessed creature
with any negative difference or a positive difference less than 5 is entitled
to a saving throw each round to determine If it is able la displace Ihe
possessor's mind, o positive difference of 5 to 0 gains a saving throw each
turn, a positive difference of 9 to 12 gains a saving throw each doy, and a
positive difference of 13 or better gains a saving throw each week. If the
magic jarred creaiure regains control of its mind, the magic-user is trapped
until he or she can take over the mind for control or escape.
Level: 5
Range: 5"
Duration: 4 rounds + I
rounaVteve/
Components: V, 5, M
Casting Time: 5 segmenrs
Saving Throw; None
Explanation/Description: When this spell is cast, )~4 third level monsters
are summoned, coming within 1-4 rounds. See monster summoning I for
other detal Is.
it Faithful Hound (Conjuration/Summoning)
Magic Jar (Possession)
level: 5
Range; J'Vfeve/
Duration; Special
Area of Effect: One creature
Components: V, S, M
Casting Time: I round
Soving Throw: Special
Explanation/Description: Mogic jar is o very unusual spell. It enables the
magic user la take over the mind of the victim and thus control the
creature's body. In fact, if the body is human or humanoid, the magic-user
can even use the spells he or she knows. The possessor can call upon
rudimentary knowledge of the possessed, bui not upon the real
knowledge, I.e. a possessor will noi know the language or spells of the
possessed. The spell coster transfers his or her life force to a special
container (a large gem or crystal), and from this mogic \or the life force
can sense and aitock any creaiure within the spell range radius, but what
the creature is, is not determinable from the magic jar. The special life
force receptacle must be within spell range of the magic-user's body at the
time of spell casting. Possession takes place only if the victim fails to make
the required saving throw. Failure to possess a victim leaves the life force
of the magic-user in the magic for. Possession attempts require 1 round
each. If the body of the spell caster is destroyed, the life force in the magic
\or is not harmed, If the magic far is destroyed, the life force is snuffed out.
Returning to the real body requires 1 round, and can only be done from a
mogre far in spell range of the body. The saving throw versus o magic far
spell is modified by comparing combined intelligence and wisdom scores
(intelligence only in non-human or non-humanoid creatures) of the
magic-user and victim,
Negative 9 or + +4
Negative 8 to 6 +3
Negative 5 to 3 +2
Negative 2 to 0 +1
Positive 1 to 4 0
Positive 5 to 8 *}
Positive 9 to 12 -2
Positive 13 or + -3
A negative score indicates the magic-user has a lower score than does his
or her intended viciim; thus, the victim has a saving throw bonus. The
Level: 5
Range: f
Duration: 2 rounds/fevef
Area of Effect: Special
Components: V, 5, M
Casiing Time: 5 segment
Soving Throw: None
Explanation/Description: By means of this spell the magic-user summons
up a phontom watchdog which only he or she can see. He or she may then
command it to perform as guardian of a passage, room, door, or similar
space or portal. The phantom watchdog will immediately commence a
loud barking if any creature larger than a cat approaches the place it
guards. As the Faithful Hound is able to detect invisible, astral ethereal,
out of phase, duo-dimensional, or similarly non- visible creatures, It is an
excellent guardian. In addition. If the intruding creature or creatures allow
their backs to be exposed to the phantom watchdog, it will deliver a
vicious attack as if it were a 10 hit dice monster, striking for 3-1 6 hit points
of damage, and being able to hit oppanenis of all sorts, even those
normally subject only to magical weapons of +3 or greater The Faithful
Hound cannot be attacked, but II can be dispelled. Note, however, thoi the
spell caster can never be more than 3" distant from the area that the
phantom watchdog is guarding, or the mogic is automatically dispelled.
The material components of this spell ore a tiny silver whistle, a piece of
bone, and a thread
Pottwoll [Alteration)
Level: 5
Range: 3"
Duration: 6 turns + 1 furn/Veve/
Components: V, 5, M
Casting Time: 5 segments
Saving Throw; None
Explanation/Description: A passwati enables Ihe spell coster to open a
passage through wooden, plaster, or stone walls; thus he or she and any
associates con simply walk through. The spell causes a 5' wide by S' high
by 10' deep opening. Note several of these spells will form a continuing
passage so that very thick walls can be pierced The material component
of this spell is a pinch of sesame seeds.
Stone Shape (Alteration)
Level: 5
Range: Touch
Duration: Permanent
Area of Effect: One cubic foot per
level
Components: V, S, M
Casting Time: i round
Saving Throw: None
Explanation/Description: By mea ns of this spell the magic-user can form
on existing piece of stone into o shape which will suit his or her purposes.
For example, a stone weapon can be made, a special trapdoor fashioned,
or an idol sculpted. By the same token, it would allow Ihe spell caster to
reshape a stone door, perhaps, so as to escape imprisonment, providing
the volume of stone involved was within the limits of the area of effect.
While stone coffers can be thus formed, secret doors made, etc., the
fineness of detail is not great. The material component of this spell is soft
clay which must be worked into roughly the desired shape of the stone
object and then touched to the stone when the spell is uttered.
MAGIC-USER SPELLS (5TH LEVEL}
MAGIC-USER SPELLS (6TH LEVEL}
(Alteration)
Wall Of Forte {Evocation)
Level: 5
Range: I "/level
Duration: 2 rounds + 1
round/(eve/
Area of Effect: 250 g t p.
weight/level
Components; V, S
Cosiing Time: 5 segment
Saving Throw: None
Explanation/Description; Sy means of mis spell the magic-user is able to
move objects by will force, by concentrating on moving them menlolly,
The telekinesis spell causes the desired object to move vertically or
horizontally, Movement is 2" the first round, 4" the second, 8" the third,
16" Ihe fourth, ond so on, doubling each round until o maximum
lelekinetic movement of 1,024" per round is reached. (Heavy objects
travelling at high speed con be deadly weapons!) Note that telekinesis
con be used to move opponents who fall within the weight capacity of Ihe
spell, but if they are able to employ as simple a counter-measure as an
en Jorge spell, for example (thus making the body weight go over the
maximum spell limit), it is eosity countered. Likewise, ambulation or some
other form of motive power if the recipient of the spell is not able to
ambulate, counters the effect of re/efcrnesis, provided the velocity has not
reached 16" per round, The various Bigby's . . . Hand spells will also
counter this spell, as will many other magics.
(Alteration)
Level; 5
Range: Touch
Duration: ins ton foneo us
Components: V"
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: When this spell is used, The magic-user Instantly
transports himself or herself, along with a certain amount of additional
weight which Is upon, or being touched by, the spell caster, to o well-
known destination. Distance is not a factor, but inter-plane travel is not
possible by means af o telepart speN. The spell caster is able to feJeporf a
maximum weight of 2,500 g.p. equivalence, plus an additional 1,500 g,p.
weight for each level of experience above the 10th, I.e. a 13th level
magic-user teleports a moximurn weight of 7,000 g,p. (700 pounds). If the
destination area is very familiar to the magic-user (he or she has o clear
mental picture through actual proximity to and studying of the area) it is
unlikely that there will beany error in arriving exactly in the place desired.
Lesser known areas (those seen only magically or from a distance)
increase the probability of error. Unfamiliar areas present considerable
peril. This is demonstrated below:
High
01-02
0N04
01-08
01-16
01-32
Area Is
Very familiar
Studied carefully
Seen casually
Viewed once
Never seen
On Target
03-99
05-98
09-96
17-92
Low
00
99-00
97-00
93-00
85-00
T exporting high means the magic-user will arrive 1" above ground for
every 1% he or she is below the lowest "On Target" probability — onty 2"
when the destination is very familiar, and as high os 32" if ihe destination
areo wos never seen. Any low resuit means the instant death of the magic-
user if the area into which he or she teleports to is solid. Note that there is
no possibility of tele porting to an area of empty space, I.e. a substantial
area of surface must be there, whether a wooden floor, a stone floor,
natural ground, etc.
Rock To Mud (Alteration) Reversible
Level: 5
Range: Wtevel
Duration: Special
Area of Effect: 2 cubic "/level
Components: V, 5, M
Casting Time: 5 segments
Saving Throw: None
Explanation/Description; Except as noted above, and thar me material
components far the spell are clay and water (or sand, lime and water for
the reverse), this spelt is the same as the fifth level druid spell, transmute
rock to mud.
Level: 5
Ronge:3"
Duration: 1 turn + 1 round//eve/
Area of Effect: 20' square/level
Components; V, S, M
Costing Time: 5 segments
Saving Throw: None
Explanation/Description: A waif of force spell creates an invisible barrier
in ihe locole desired by the coster, up to the spell's range. The wolf of force
will not move and is totally unaffected by any other spells, including
dispel magic, save a disintegrate spell, which will immediately destroy ll.
Likewise, the wait of force is not affected by blows, missiles, cold, heat,
electricity, or any similar things. Spells or breath weapons will not pass
through it in either direction. The magic-user can, if desired, shape ihe
wall to a hemispherical or spherical shape with an area equal to his or her
ability, maximum of 20 square feet per level of experience. The material
component for this spell is a pinch of powdered diamond.
Well Of Iron (Evocation)
Level: 5
Range: W/level
Duration: Permanent
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None
Explanation/Description: When this spell Is cost, the magic-user causes a
vertical iron well to spring into being. Typicolly, ihis wall is used to seal off
a passage or close a breach, for the wall inserts itself into any surrounding
material if its area is sufficient to do so. The wall of (Von is one quarter of
an inch thick per level of experience of ihe spell caster. The magic-user Is
able to evoke an area of iron wall 15 square feet for each of his or her
experience levels, so at 12th level a wall of iron 1 60 square feet in area
can be created. If the woll is created in a location where it is not
supported, ii will foil and crush any creature beneath it. The wail is
permanent, unless attacked by a dispel magic spell, but subject to all
forces a normal Iron wall is subject to, I.e. rust, perforation, etc. The
material component of this spell is a small piece of sheet iron.
Wall Of Stone (Evocation)
Level: 5
Range; l A "/level
Duration: Permanent
Areo of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None
Explanation/Description: This spell creates a wall of granite rock which
merges into adjoining rock surfaces if the area is sufficient to allow it. It is
typically employed to close passages, portals, and breaches against
opponents. The wait of stone is 1/4' thick and 20' square in area per level
of experience of the magic-user casting the spell. Thus, a 12th level magic-
user creates a wall of stone 3' thick and 240 square feet In surface area (a
12' wide and 20' high wall, for example, to completely close a 10' X 16'
passage). The wall created need not be vertical nor rest upon any firm
foundation (cf. woff of iron); however, it must merge with an existing
stone formation. It can be used to bridge a chosm, for instance, or as a
ramp. The wall is permanent unless destroyed by a dispel magic spell or by
normal means such as breaking, chipping or a disintegrate spell. The
material component is a small block of granite.
Sixth Level Spelli:
Anil-Magic Shell (Abjuration)
Level: 6
Range: 0
Duration: J torn/level
Area of Effect: I '//eve! diameter
sphere
Components: V f S
Costing Time: T segment
Saving Throw: None
Explanation/Description; By means of an ami-magic shell, the magic-user
causes an invisible barrier to surround his or her person, and this moves
with the spell caster This barrier is totally impervious to all magic and
mogic spell effects (this Includes such attack forms as breath weapons,
gaze weapons, and voice weapons). It thus prevents the entrance of spells
or their effects, and it likewise prevents the function of any magical items
or spells within its confines. It prevents the entrance of charmed,
summoned, and conjured creatures. However, normal creatures (assume o
82
MAGIC-USER SPELLS (6TB LEVEL)
MAGIC-USER SPELLS (6TH LEVEL)
normal troll rather man on© conjured up, for instance) can pass through
the shell, as can normal missiles. While a magic sword would not function
magically within the shell, it would still be a sword.
Blgby't Forceful Hand (Evocation)
level; 6
Range: 1'Vfevef
Duraiion: I round/ievei
Areo of Effect: Special
Components; V, S, M
Casting Time: 6 segments
Saving Throw; None
Explanation/Description: fligby's Forceful Hand is a more powerful version
of 8/gby's /nferposing Hand (q,v.), It exerts a force in addition to
interposing itself, and this force is sufficient to push a creature away from
the spell caster if the creature weighs 500 pounds or less, to push so as to
slow movement to 1" per round If the creature weighs between 500 and
2,000 pounds, and lo slow movement by 50% of creatures weighing up to
8,000 pounds. It tokes as many Ml points to destroy as its creaior has. Its
motenai <
Components: V, S, M
Casting Time; 1 turn
Saving Throw: None
Level: 6
Range: 0
Duration: 4-24 hours
Area of Effect; 4- 16 square miles
Explanation/Description: Except as noted above, and for the differing
material components, this spell is the some as the seventh level cleric
control weather spell (q.v.). The material components of this spelt are
burning Incense, and bits of earth and wood mixed in water.
Death Spell (Conjuration/Summoning)
Components: V, S, M
Costing Timer 6 segment
Saving Throw: None
Level: 6
Range; V /level
Duration: Instantaneous
Area of Effect: !4"squore//evel
Explanation/Description; When a deaffi speH is cast, it slays creatures in
the area of effect instant ly and irrevocably. The number of crealures which
ca n be so slain is a function of thei r h it dice:
Vktim'i Hit Dice
Less than 2
2 to 4
4 + 1 to6 + 3
6 + 4to8+3
Maximum Number of
Affected
4-80 (4d2Q)
3-30 (3dl0)
2-8 (2d4)
1-4 (ld4)
If a mixed group of creatures is attacked with a deofh speN, use the
following conversion;
Creature's Hit Dice:
6+4to8 + 3
4+1 1o6 + 3
2to4
Equal ■ Creatures with Hit Die* of:
leu than 2 2 to 4 4+1 to 6 + 3 *+4t©8+3
10 5 2
8 3 - .5
4 - .125 .05
first, simply roll Ihe dice to see how many creatures of less than 2 hit dice
are affected, kill all these, then use the conversion to kill all 2 to 4 hit dice
monsters, etc. If not enough of the number remains to kill the higher
levels, they remain. This system can be reversed by applying it to higher
hit dice victims first Example; The 4d20 when rolled indicate a total of 53,
20 of this is used to kill one 6 + 4 to 8 + 3 die creature (20 X ,05 = 1), 16
are used to kill two 4 + 1 to 6 + 3 hit dice creatures (16 X J25 = 2), 12
are used to kill three 2 to 4 die creatures {3X4^ 12), and 5 remainder
can be used lo kill off 5 less-than-2 dice creatures (5X1=5), i.e. 20+16
+ 12 + 5 = 53, A death spell does not affect lycanlhropes, undead
creatures, or creatures from other than the Prime AAateriol Plane. The
material component of this spell is a crushed black pearl with a minimum
value of 1000 g. p.
(Alteration)
Level; 6
Range: W '/level
Duration: Permanent
Area of Effect: Spectaf
Components; V, S, M
Casting Time: 6 segmenrs
Saving Throw: Neg,
Explanation/Description; This spell causes matter lo vanish, It will affect
even matter (or energy) of a magical nature, such as Bigby's Forceful
Hand, but noi a globe of invu/nerabi/ify or an anti-magic she//.
Disintegration is instantaneous, and its effects ore permanent. Any living
thing can be affected, even undead, and non-living matter up To If 1 cubic
volume can be obliterated by the spell. Creatures, and magical material
with a saving throw, which successfully save versus the spell ore not
affected. Only 1 creature or object can be the target of the spell. Its
material components are a lodestone and a pinch of dust.
Enchant An Hem (Conjuration/Summoning)
Level: 6
Range: Touch
Duration: Special
Area of Effect: One item
Components: V, 5, M
Costing Time: Special
Saving Throw: Meg.
Explanation/Description: This is a spell which musl be used by a magic-
user planning to create a magic item. The enchant an item spelt prepares
the obfect to accept the magic to be placed upon or within it. The item to
be magicked must meet the following tests: 1) it must be in sound and
undamaged condition; 2) the item must be the finest possible, considering
its nature, i.e. crafted of the highest quality material and with the finest
workmanship; and 3) its cost or value must reflect the second test, and in
most cases the item must hove a raw materials cost in excess of 100 g.p.
With respect to requirement 3), it is not possible to apply this lest to items
such as ropes, leather goods, cloth, and pottery not normally embroidered,
bejeweled, tooled, carved, ond/or engraved; however, if such work or
materials can be added to an item without weakening or harming its
norma I functions, these are required for the iiem to be magicked.
The item to be prepared must be touched manually by the spell coster. This
touching musl be constant and continual during the casting time which is a
base 16 hours plus an additional 8-64 hours (as ihe magic-user may never
work over 8 hours per day, and haste or any other spells will nol alter time
required in any way, this effectively means thot casting lime for this spell
is 2 days + 1-8 days). All work must be uninterrupted, and during rest
periods the item being enchanted must never be more than 1' distant from
the spell caster, for if ll Is, the whole spell is spoiled and must be begun
again. (Note thai during rest periods absolutely no other form of magic
may be performed, and ihe magic-user must remain quiet and in
isolation.) At the end of the spell, the cosier will "know" that the item is
ready for the final test. He or she will then pronounce the final magical
syllable, and if the item makes a saving throw (which is exactly the same
as thot of the magic-user who magicked it) versus magic, the spell is
completed. (Note that the spell caster's saving throw bonuses also apply to
the item, up to but nol exceeding +3.) A result of 1 on Ihe die (d20)
always results in failure, regardless of modifications. Once the spell is
finished, the magic-user may begin to place the desired dweomer upon
the item, and the spell he or she plans to place on or within the item must
be cast within 24 hours or the preparatory spell fades, and the Item must
Each spell subsequently cast upon an object bearing an enchant an item
spell requires 4 hours + 4-8 additional hours per sped level of the magic
being cast. Again, during casting Ihe item must be touched by the magic-
user, and during rest periods it must always be withfn V of his or her
person, This procedure holds true for any additional spells placed upon ihe
item, and each successive dweomer must be begun within 24 hours of the
last, even if any prior spell failed
83
MAGIC- USER SPELLS (6TN LEVEL}
MAGIC* USER SPELLS (6TH LEVEL}
No magic placed on or into an item is permanent unless a permanency
spell is used as a finishing touch, and this always runs a risk of draining a
point of constitution from the magic-user casting ihe spell. Il Is also
necessary to poinl out lhat while it Is possible to tell when ihe basic
(enchanf on if em) spell succeeds, it is not possible to tell if successive
castings actually take, for each must make the same sort of saving throw as
the item itself made. Naturally, items that are charged — rods, stoves,
wands, javelins of lightning, ring of wishes, etc. — can never be made
permanent. Scrolls or magic devices can never be used to enchant an item
or cast mogic upon an object so prepared.
The material component(s) for this spell vary according to both ihe nature
of the item being magicked and successive magicks to be cost upon it. For
example, a doak of displacement might require the hides of 1 or more
dlsplacer beasts, o sword meant to slay dragons could require Ihe blood
and some other pan of ihe type(s) of dragon(s) it will be effective ogainsi,
and a ring of shoofing stars might require pieces of meteoriies and the
horn of a kt-rin. These specifics, as well as other information pertaining to
this spell, are known by your Dungeon Master.
E*t*n*ion Hi [Alteration)
Level: 6
Range: 0
Duration: Speaai
Area of Effect: Special
Componenls: V
Casting Time: 5 segmenfs
Saving Throw: None
Explanation/Description: This spell is the same as the fourth level
Extension I except that M wM! extend first through third level spells to
double duration and will extend ihe duration of fourth or fifth level spells
by 50% of the indicated duration.
(Enchantment/Charm)
Level: 6
Range: Touch
Duraiion: Special
Area of Effect: Creature Touched
Components: V
CasiingTlme: 4 segments
Saving Throw: None
Explanation/Description: A geas spell places a magical command upon
Ihe creature (usually human or humanoid) to carry out some service, or
refrain from same action or course of activity, as desired by the spell
caster. The creature must be intelligent, conscious, and under its own
volition. While a geas cannot compel a creature to kill Itself, or to perform
acts which are likely to result in certain death, it can cause almost any
other course of action. The spell causes the geased creature to follow the
instructions until the geas is completed. Failure to do so will cause the
creature to grow sick and die within 1 to 4 weeks. Deviation from or
twisting of the instructions causes corresponding loss of strength points
until the deviation ceoses. A geas can be done oway with by a wish spell,
but a dispel magic or remove curse will nol negate if. Your referee will
instruct you as to any additional details of a geas, for its costing and
fulfillment are tricky, and an improperly cast geas is null and void
immedioiely {cf. wish).
Gl
(Alteration)
Level: 6
Range: Touch
Duration: I round/level
Area of Effect: Special
Components: V, S, Arl
Costing Time: J round
Saving Throw: None
Ewplanaiion/Descripiion: By means of this spell the magic-user is able to
moke a section of meial, stone at wood os transparent as glass io his gaze,
or even make it into transparent material as explained hereafter,
Normally, up to four inches of metal con be seen through, stone up lo 6 J
thick can be made transparent, and 20' of wood can be affecied by Ihe
grosses spell. The spell will not work on lead, gold or platinum. The magic-
user can opt to make the g/assee apply to himself or herself only, and
apply if up to once per round while spell duration lasts; or the caster can
actually make a transparent area, a one-way window, in the material
affected. Either case gives o viewing area 3' wide by 2' high. The material
component of the spell is a small piece of crystal or glass.
Globe Of Invulnerability (Abjuraiion)
Level; 6
Duration: I rounoV/evef Saving Throw: None
Area of Effect: V diameter sphere
Explanation/Description: This spell is the same os the fourth level minor
gJobe of invulnerability (q.v,), except as regards costing lime and for the
fact that it prevents the functioning of first through fourth level spells
affecting the magic-user within the globe, while he or she can cast spells
ihrough it, of course.
Guards And Wards (Evocation, Alteration, Enchantment/Charm)
Level: 6
Range: 0
Duration: 6 turns/ /eve/
Area of Effect: )" radius/level.
extending from 2" diameter
sphere
Components: V, S, M
Casting Time: 3 turns
Saving Throw: None
Explanation/Description: This special and powerful spell is primarily used
to defend the magic-user's stronghold. The following lake place In the
area of effect upon casting of the spell:
1 All corridors become misty, and visibility is reduced to 10'.
2. All doors a r e w r^ard / a c ted.
3. One door per level of experience of the magic-user is covered by an
illusion as if it were a plain wall.
4. Stairs are filled with webs from top to bottom.
5. Where there are choices in direction — such as o cross or side passage
— a minor confusion-type spell functions so as to make it 50% probable
that intruders will believe they are going in the exact opposite di-
rection
6. The who le area radiates mogk.
7. The magic-user can place one of the following additional mogics:
A. Dancing Jrghrs in four corridors, or
B. Mogic mouths in two ploces, or
C Stinking Gauds in two places, ar
D. Gust of wind in one corridor or room, or
E. Suggesrron in one place.
Note that items 3 and 7 funclion only when ihe magic-user is totally
familiar with the area of ihe spell's effect. Dispel magic can remove one
effect, at random, per casting of a dispel. A remove curse will not work.
The material componenls of ihe spell are burning incense, a small
measure of sulphur and oil, a knoited string, a small amount of umber hulk
blood, and a small silver rod,
Invisible Stalker (Conjuration/Summoning)
Level: 6
Range: J"
Duration: Special
Area of Effect: Special
Components: V, S, M
Costing Time: Ground
Saving Throw: None
Expalantion/Descrlpiion: This spell summons an rnvisibfe stalker from the
Elemental Plane of Air This 8 hit die monster will obey and serve the spell
cosier in performance of whatever tasks are set before it. However, the
creature is bound to serve; il does not do so from loyalty or desire.
Therefore, it will resent prolonged missions or complex tasks, and il will
attempt to pervert instructions accordingly (for complete details of the
invisible stoker, consult ADVANCED DUNGEONS A DRAGONS, MONSTER
MANUAL). The invisible stolker will follow instructions even at hundreds
or thousands of miles distance. The material components of ihis spell are
burning incense and o piece of horn carved inio a crescent shape.
Range: 0
Components: V, S, M
Casting Time: J round
Lor* (Divination}
el: 6
Range: 0
Duration: Special
Area of Effect: Special
Components: V, S, M
Casting Time: Spec/a/
Saving Throw: None
84
MAGIC-USER SPELLS (6TH LEVEL)
MAGIC-USER SPELLS (6TH LEVEL)
Exp la not ion/Description: The legend lore spell is used to determine
information available regarding o known person, ptoce or thing. If the
person or thing is at hand, or if the magic-user is In fhe place in question,
me likelihood of the spell producing results is for greater and the casting
time is only T to A turns. If detailed information on the person, place or
thing is known, casting lime is 1 to 10 days. If only rumors are known,
casting lime is 2 to 1 2 weeks. During the casting, the magic-user cannot
engage in other activities other than routine- eating, sleeping, etc. When
completed, the divination will reveal if legendary material is available, It
will often reveal where this material is — by place name, rhyme, or riddle.
It will sometimes give certain information regarding the person, place or
thing (when ihe object of the legend /ore is at hand), but this data will
always be in some cryptic farm (rhyme, riddle, anagram, cipher, sign,
etc.). The spell is cast with incense and strips of ivory formed into a
rectangle, but some item must be sacrificed in addition — a potion, magic
scroll, magic Item, creature, etc Naturally, legend lore will reveal
information only if the person, place or thing is noteworthy or legendary.
Lower Water (Alteration) fteversible
Level: 6
Range: 8"
Duration: 5 rounds/I eve/
Area of Effect: !6"X tt" square
area/level
Components; V, 5, W
Casting Time; T rum
Saving Throw: None
Explanation/Description: Except as noted above, and for the facts that the
reverse spell raises water only l /? '/level of experience of the spell caster,
and the material components for the spell are a small vial of water and a
smofl vial of dust, it is the some as the fourth level cleric spell, lower water
Monster Summoning IV (Conjuration/Summoning)
Level: 6
Range: rT
Duration: 5 rounds + 1
round//eveJ
Area of Effect: Special
Components: V, S, M
Casting Time: 6 segments
Saving Throw: None
Explanation/Description: This spell summons 1 to 3 fourth level monsters,
and they appear within 1 to 3 rounds. See monster summoning I for other
details.
Move Earth (Alteration)
Level: 6
Range: I'VJeve/
D urat i on : Permon e n t
Components: V, 5, Art
Casting Time: Special
Saving Throw: None
Ex pi an or ion/ Description; When cast, the move earth spell moves dirt (clay,
loom, sand) and its other components. Thus, embankments can be
collapsed, hillocks moved, dunes shifted, etc. The area to be affected will
dictate the casting lime, for every 4" square area, 1 turn of casting time is
required. If terrain features are to be moved — as compared to simply
caving in banks or walls of earth — it is necessary that an earth elemental
be subsequently summoned to assist. All spell casting ond/or summoning
must be completed before any effects occur. In no event can rock
prominences be collapsed or moved. The material components for this
spell are o mixture of soils (clay, loam, sand) in a small bog, and an iron
blade.
Otltufcet f reeling Sphere (Alteration-Evocation)
Components; V, S, M
Casting Time: 6 segments
Level: 6
Range: SpeoaJ
Duration: Special
Area of Effect: Special
Explanation/Description: dilutee's Freezing Sphere is a multi-purpose
dweomer of considerable power. If Ihe caster opts, he or she may create o
globe of matter ai absolute zero temperature which spreads upon contact
with water or liquid which is principally composed of water, so as to freeze
it to o depth of 6 inches over an area equal to 100 square feet pe* level of
the magic-user costing the spell. The ice so formed lasts for 1 round per
level of the caster. The spell can also be used as a thin my of cold which
springs from the caster's hand to a distance of 1" per level of the magic-
user; this ray will inflict 4 hit points of damage per level of the caster upon
the creature struck, with a saving throw versus magic applicable, and alt
damage negated if it is successful (as the ray is so narrow a save indicates
it missed), but the path of the roy being plotted to its full distance, as
anything else in its path must save (if applicable} or take appropriate
damage. Finally, Qtiluke's Freezing Sphere can be cost so as to create a
small globe about the size of a sling stone, cool to the touch, but not
harmful. This giobe can be casi, and it will shatter upon Impact, inflicting
4-24 hit points of cotd damage upon all creatures within a 10* radius (one-
half damage if saving throw versus magic is mode). Note that if the globe
is not thrown or slung within a time period equal to 1 round times the level
of ihe spell caster, it automatically shatters and causes cold domoge as
stated above. This timed effect can be employed against pursuers,
although it can also prove hazardous to Ihe spell caster and/or his or her
associates as well The material components of the spell depend upon in
which form it is to be cast, A thin sheet of crystal about an inch square is
needed for the firsi application of the spell, a while sapphire of not less
than 1,000 g.p, value for the second application of the spell, and a 1,000
0<p< diamond Is minimum for the third application of the spell. All
components are lost when the spell is cast.
Part Water (Alteration)
Level: 6
Range: I "/level
Duration: 5rounds//eve/
Area of Effect: Special
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None
Explanation /Description: Except as shown above, and also that the
material components for Ihis spell are two small sheets of crystal or gloss,
this spell is the same as the stxih level cleric spell, part wafer (q.v.).
(Alteration, Illusion/Phantasm)
Level: *
Range: TV/eve/
Duration: 1 round/level
Area of Effect: Special
Components: V, 5, M
Casting Time: 6 segments
Saving Throw: None
Ex plo not ion/Description: By means of ihis spell, the magic-user creates a
non-moterial duplicate of himself or herself, projecting it to any spot
within spell range which is desired. This image performs actions identical
lo the magic-user — walking, speoking, spell-casting — as Ihe magic-user
determines. A special channel exisis between the image of the magic-user
and the actual magic-user, so spells cast actually originaie from the image.
The image con be dispelled only by means of a dispel mog/c spell (or upon
command from fhe spell coster), and attacks do not affect it. The image
musr be within view of the magic-user projecting it at all times, and if his
or her sight is obstructed, the spell is broken. The material component of
this spell is a small replica {doll) of the magic-user.
Rel nca rnatlo n ( Necroman t i c)
Level: 6
Range: Touch
Duration: Permanent
Area of Effect: Person fouched
Components: V, 5, M
Casting Time: J turn
Saving Throw: None
Explanation/Description: This spell is similar to the seventh level druid
spell of the some name (q.v, ). It does not require any saving throw for
system shock or resurrection survival. The corpse is touched, and a new
incarnation of the person will appear in ihe area in 1 to 6 turns, providing
the person has not been dead for longer than 1 day per level of
experience of the magic-user. The new incarnation will be:
Dteioll
I near nat lor
01^05
bugbear
06-11
dwarf
12-16
elf
19-23
gnoll
24-28
gnome
29-33
goblin
34-40
half -elf
41-47
halfling
46-54
half-ore
55-59
hobgoblin
60-73
human
85
MAGIC-USER SPELLS (6TH LEVEL}
AfA GIG USER SPELLS (7TH LEVEL!
74-79
80-85
66-90
96-00
kobold
Ore
ogre mdge
rrofl
Note: Very good or very evil persons will not be reincarnated os creatures
whose general alignment is the oppoiite. The material components of the
spell are a small drum and a drop of blood.
(Abjuration)
Level: 6
Range: Whvel
Duration: J round/2 levels
Area of Effect: J "path
Components: V, S, M
Casting Time: 6 segments
Saving Throw: None
Exp la not ion/Description: When this spell is cast, the magic-user is able tc
cause oil creatures In the path of the area of effect to move away from his
or her person. Repulsion is at 3" per round, or a I the motive speed of the
creature attempting to move towards the spell caster. The repelled
creature will continue to move away for the balance of a complete move
even though ihis takes it beyond spell range. The material component of
this spoil is a pair of small magneiized iron bars attached to two smalt
canine statue res, one h
t (Evocation/ Abjurotion)
Level: 6
Range: t h + I'//eve/
Duration; Special
Area of Effect: Specrai
Components: V, M
Casting Time: Special
Saving Throw: Specs/
Explanation/Description: A sprrffwrocfe spell is a very strong
protection/punishment spoil against the powerful creatures of the nether
plones (Abyssal, HodeSj Hell, etc), but to employ the magic, the spell
caster must know the name of the being at whom he or she will direct the
energy. Prior to actual utterance of o spmrwracfc spell the magic-user must
prepare an illuminated sheet of vellum, carefully inscribed in special inks
made from powdered rubies and the ichor of a slain demon of type I, If, or
III and covered with gold leaf In a continuous border. The spell caster musi
personally prepare this document, including the being's name thereon.
(This will require from 8^32 hours of time ond cost 1,000 g.p. lor vellum,
special pens, gold leaf and other miscellaneous materials alone; the cost
of ihe powdered rubies is a minimum of 5,000 g,p. for each document.) If
the demon < devil, or other powerful being from a nether outer plane is
present in some form (ond not possessing another creature's body
instead), the magic-user can then begin actual spell incontalion.
Immediately upon beginning the reading of the document, the being
named will be rooted to the spot unless tt makes its magic resistance
percentage (adjusted for the level of the magic-user] as a saving throw;
and even if such a saving throw is made, the monster feels greatly
uncomfortable, and if it has not been magically forced to Ihe locale and so
held there, it is 90% likely to retreat to its own (or another) plane, as the
named being is powerless to attack the magic-user while He or she is
reading the spell 1 document. This first part of the documeni continues for 1
full round, with the discomfort to the named being becoming greoier at
the end. During ihe second minute of the incantation, the being named
undergoes acute pain and loses 1 hit point per hit die it possesses. At the
end of ihis round of reading, the being is in wracking pain. The third and
final round of utterance of the condemnation will cause a loss to the being
of 50% of its existing hit points, horrible pain, ond ai ihe end consign it to
some confined space on its own plane — there to remain in torture for a
number of years equal to the level of the magic-user who prepared the
document.
Obviously, the being so dealt with will be the sworn foe of the magic -user
forever afterwards, so the magic-user will be loath to finish the spell but
rather use il as a threat 1o force submission of the being. Each round of
reading will cause the being forced to listen to be a cumulative 25% likely
to concede even without any other offerings or payment.
Stone To Flesh (Alteration) Reversible
Level: 6
V'/level
Components: V, 5, M
Casting Time: 6 segments
Duration: Permanent
Area of Effect: One creature
Saving Throw: Spec/ol
Explanation/Description: The stone to f/esh spell turns any sort of stone
into flesh — if ihe recipieni stone objeci wos formerly living, 11 will restore
life (and goods), although the survival of the creature Is subject to the
usual system shock survival dice roll. Any formerly living creature,
regardless of size, can be thus returned to flesh. Ordinary stone can be
likewise turned to flesh at a volume of 9 cubic feet per level of experience
of the spell caster. The reverse will turn flesh of any sorl to stone, just as
the stone io flesh spell funciions. All possessions on the person of the
creature likewise turn to stone. This reverse of the spelt will require a
saving throw be allowed the intended victim. The material components of
the spell ore a pinch of earth and a drop of blood; lime and water ond
earth are used for the reverse.
Tenser's Transfer motion ( Alteration-Evocation)
Level: 6
Range: 0
Duration: J round/level
Area of Effeci: Persona/
Components: V,S,M
Casting Time: 6 segments
Saving Throw: None
Explanation/Description : Tenser's Transformation is a sight guaranteed to
astound any creature not a wore of its power, for when the magic -user
casts the dweomer, he or she undergoes a startling transformation. The
size and strength of the magic-user increase to heroic proportions, so he or
she becomes a formidable fighting machine, for the spell causes the caster
to become a berserk fighter! The magic-user's hit points double, and all
damage he or she sustains comes first from the magical points gained; so
if damage does not exceed original hit points, none is actually taken, bui if
damage beyond the additional amounl is sustained, each point counts as 2
(double damage). The armor class of the magic-user is a full 4 factors
better than that he or she possessed prior to casting the spell (AC 10 goes
to 6, AC 9 to 5, AC 8 to 4, etc. ), all attacks are at a level equal io those of a
fighter of the same level as the magic-user (i.e., ihe spefl caster uses Ihe
combat table normally restricted to fighters), and although he or she can
employ a dagger only in attacking, damage inflicted by the weapon is at
-r-2 additional hit paints, and 2 such attacks per round are made by ihe
magic -user. However, it is worth noting that this spell must run its full
course, and ihe magic-user will continue attacking until all opponenis are
slain, he or she is killed, the magic is dispelled, or the Transformation
duration expires, The material component for casting this dweomer Is a
potion of heroism (or superhero ism J which the mogic-user must consume
during the course of uttering the spell.
i Level Spells:
Blgby i Grasping Hand (Evocation)
Level: 7
Range: r'/Jevef
Duration: J round/ievef
_
Area c
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None
Explanation/Description: B/gby's Grasping Hand is a superior version of
ihe sixth level Brgby's forceful Hand spell (q<v>), being like il in many
ways. The Grasping Hand can actually hold motionless a creature or object
of up to 1,000 pounds weight, or move creatures as a double strength
jncf. The material component is a leather glove.
Cacodemo n ( Con ] urati on/Su m mo n i ng )
Level; 7
Range: f"
Duration: Special
Area of Effect: Creature
summoned
Component: V, $ f M
Casting Time: Special
Saving Throw: Special
Explanation/Description: This perilous exercise in dweomer era eft
summons up a powerful demon of type IV, V, or VI, depending upon the
demon's name being known to the magic- user. Note thai this spell is not of
sufficient power to bring a demon of greater power, and lesser sorts are
not called as they have no known names. In any event, the spell caster
must know the name of the type IV, V, or VI demon he or she is
summoning. As the spetl name implies, the demon so summoned is most
angry and evilly disposed. The spell caster musi be within a arcle of
MAGIC USER SPELLS (7TH LEVEL)
MAGIC-USER SPELLS (7TB LEVEL)
protection {or o thaumoturgic triangle with profecfiori from evil) and the
demon confined within o pentagram (circled penfacle) if he or she is ro
avoid being slain or carried off by the summoned cocodemon. The
summoned demon can be treated with as follows:
1) The magic-user can require the monster to perform a desired
course of action by force of threat and pain of a spintwrack
spell (q.v), allowing freedom whenever the demon performs
the full extent of the service, and forcing the demon la pledge
word upon It, This is exceedingly dangerous, as a minor error
in such □ bargain will be seized upon by the monster to
reverse the desired outcome or simply to kill and devour the
summoner Furthermore, the demon will bear great enmity for
the magic- user forever offer such forced obedi ence, so the
spell caster hod better be most powerful and capable.
2) By tribute of fresh human blood and the promise of 1 or more
human sacrifices, the summoner can bargain with the demon
for willing service. Again, the spell caster is we! I advised ro
hove ample protection and power lo defend himself or
herself, os the demon might decide the offer is insufficient —
or It is easier to enjoy the summoner's slow death — and
decide not to accept the bargain as offered. Although the
demon will have lo abide by a pledge, os his name is known,
he will have to hold only to the exact word of the
arrangement, not to the spirit of the agreement. On the other
hand, only highly evil magic-users are likely to attempt to
strike such a bargain, ond the summoned cocodemon might
be favorably disposed towards such o character, especially if
he or she is also chaotic.
3} The summoned demon can be the object of o trap fhe sou/
spell (q.v,),, In this cose, the magic-user will not speak wilh or
bargain for the demon's services, although the cocodemon
might be eager to reach an accord with the d we o m e rcraef te r
before he is forced into imprisonment. The trapping of the
demon is risky only if proper precautions have not been token,
far failure to confine the monster usually means only that it is
oble to escope to its own plane. Once trapped, the demon
must remain imprisoned until the possessor of his object of
confinement breaks it and frees him, ond this requires one
service from the now loosed monster. If the individual(s)
freeing the demon foils to demand a service when the mon-
ster asks what is required of him, the demon is under no con-
straint not to slay the liberator(s) on the spot, but if o service is
required, the creature must first do his best to perform it and
then return to the Abyss.
The duration of service of any demon must be limited unless the demon is
willing to serve for an extended period. Any required course of action or
service which effectively requires an inordinate period of lime to perform,
or is impossible to perform, is 50% likely to free the demon from his
obligations and enable him to be unconstrained fn his vengeance upon
the spell caster ff he or she is not thereafter continually protected, for a
demon so freed can remain on the plane it wos summoned to for os long
as 666 days.
The demon summoned will be exceptionally strong, i.e. 8 hit points per hit
die.
Casting Time is 1 hour per type (numeric) of the demon lo be summoned, If
there is any interruption during this period, the spell fails. If ihere is an
interruption while the cocodemon is summoned, it Is 10% probable that it
will be oble to escape its boundaries and attack the magic-user, this
percentage rising cumulatively each round of continued interruption.
Each demon is entitled to a saving throw versus this summoning spell, if o
score higher than the level of the magic-user summoning is rolled with 3d6
{2dl0 with respect la type VI demons), that particular spell foiled lo bring
the desired demon. When this occurs, it is certain that the named demon is
imprisoned or destroyed or the name used was not perfectly correct, so the
speil coster will have to calf upon another name to bring forth o
cocodemon.
The components of this spell ore 5 flaming black candles; a brazier of hot
coals upon which must be burned sulphur, bat hairs, lard, sool, mercuric-
nitric acid crystals, mandrake root, alcohol, and a piece of parchment with
the demon's name Inscribed in runes Inside a pentode; and a dish of
blood from some mammal (preferably a human, of course} placed inside
the area where the cocodemon is to be held.
Charm Pi ants (Enchantment/Charm)
level: 7 Components; V, S, M
Range: 3" Costing Time: 1 rum
Duration: Permonenf Saving Throw: Neg.
Area of Effect: Special
Explanation/Description: The charm pfoms speil allows the spell caster to
bring under command vegetable life forms, communicate with them, ond
these plants will obey instructions to the besi of their ability. The spell will
charm p/onte in a 3" X 1" area. While the spell does not endow the
vegetation with new abilities, it does allow the magic-user to command
the plants to use whatever they have in order to fulfill his or her
instructions, and if the plants in the area of effect do hove special or
unusual abilities, these will be used os commanded by the magic-user. The
saving throw applies only to intelligeni plants, and it is mode at -4 on the
die roll. The material components of the spell ore o pinch of humus, o drop
of woter ond a twig or leaf.
Delayed Blatt Fire Sail [Evocation)
Level: 7 Components; V, S, M
Range: JO" + J'Vfevef Casting Time: 7 segment
Duration: Special Saving Throw: Vt
Area of Effect: 2" rod' us globe
Explanation/Description: This spell creates a fire bail with + 1 on each of
its dice of damage, and it will not release its blast for from I to 50
segments (1/10 to 5 rounds), according lo the command upon costing by
the magiC'User. In other respects, the spell is the some os the third level
fireball spell (q.v,).
Drowml|s Instant Summon ■ (Conjuration/Summoning)
Level: 7 Components: V, S, tA
Range: Infinite + speoaf Costing Time: I segmertf
Duration; /nsfanfoneous Saving Throw: None
Area of Effect: One smalt object
Exp la not ion/ Description: When ihfs spell is cosl, the magic-user releports
some desired item from virtually any location directly to his or her hand.
The object must be singular, can be no larger than a sword is long, have no
more mass ond weight than o shield (about 75 g.p. weight), and It must be
non-living. To prepare this spell, the magic-user must hold o gem of not
less than 5,000 g.p. value in his or her ha nd and utter al I but the final word
of the conjunction. He or she then must hove this same gem available to
cast the spell. All shot is then required is that the magic -user utter the final
word while crushing the gem, and the desired Item Is transported Instantly
into the spell caster's fight or left hand os he or she desires. The item must,
of course, hove been previously touched during ihe initial incantation and
specifically named, and only that particular Item will be summoned by the
spell. If the item is in the possession of another crealure, the spell will not
work, but the casfer wilt know who the possessor is and roughly where he,
she, or it is located when the summons is cast. Items con be summoned
from other planes of existence, but only if such items are not in the
possession (nor necessarily physical grasp) of another creature. For eoch
level of experience above the 14th, the magic-user is able lo summon a
desired item From 1 plane further removed from the plane he or she is
upon at the time the spell Is cast. I.e. 1 plane ai 14th Level, bur 2 at 15th, 3
or 16th, etc. Thus, a magic-user of loth level could effect the spell even If
the item desired was on the second layer of one of the outer planes, but at
14th level the magic-user would be able ro summon the item only if it
were on one of the Elemental Plones or the Astral or the Ethereal Plane.
Duo'Qlmeniion (Alteration)
Level: 7 Components: V, $, M
Range: 0 Costing Time: 7 segments
Duration: 3 rounds + I Saving Throw: None
round/level
Area of Effect: Personal
Explanation/Description: A duo-oVmension spell causes the caster to have
only two dimensions, height ond width but no depih. He or she is thus
invisible when a sideways rum is made, and this invisibility can only be
detected by means of a true seeing spell or similar means. In addition, the
duo-dimensionai magic- user con poss through the thinnest of spaces as
long as they hove the proper height according to his or her actual length —
MAGiC USER SPELLS (7TH LEVEL)
MAGIOUSER SPELLS (7TM LEVEL)
going through The space between a door and Its frame is a simple matter.
The magic-user can perform all actions on a normal basis He or she can
turn and become invisible, move in this state, and appear again next
round and cast a spell, disappearing on the fallowing round. Note that
when turned the magic- user cannot be affected by any form of attack, but
when visible he or she is subjeci to triple the amount of damage normal
for an attack form, i.e. a dagger thrust would inflict 3-12 hit points of
damage if H struck a duo~d/menstonol magic-user. Furthermore, the
magic-user has a portion of his or her existence on the Astral Plane when
the spell Is in effect, and he or she is subject to possible notice from
creatures thereupon. If noticed, it is 25% probable that the magic- user will
be entirely brought to the Astral Plane by attack from the astral creaiure.
The material components of this spell are a thin, f lor ivory likeness of the
spell caster {which must be of finest workmanship,, gold frligreed, and
enameled and gem-studded at an overage cost of 5,000 to 10,000 g.p.) and
a strip of parchment. As the spell is uttered, the parchment is given a half
twist and pined at the ends. The figurine is then passed through the
porchmeni loop, and both disappear forever.
limited Wlih (Conjuration/Summoning)
Level: 7
Range: Unlimited
Duration: Spec ia J
Area of Effect: Specif
Components: V
Casting Time: Special
Saving Throw: Special
Explanation/Description: A limited wish is a very potent but difficuli spell
It will fulfill literally, but only partially or for a limited duration, the
utterance of the spell caster. Thus, the actuality of the post, present or
future might be altered [out possibly only for ihe magic-user unless ihe
wording of the /»rmred wish is most carefully stated) in some limited
manner. The use of o limited wish will not substantially change major
realities, nor will it bring wealth or experience merety by asking. The spell
can, for example, restore same hit points (or all hit points for a limited
duration) lost by the magic -user. It con reduce opponent hit probabilities
or damage, it can increase duration of some magical effect, it can cause a
creature to be favorably disposed to the spell caster, and so on [cf. wish).
The limited wish can possibly give a minor clue to some treasure or magic
item. Greedy desires will usually end in disaster for the wisher. Casting
time is the actual number of seconds — at six per segment — to phrase the
iimited wish.
Invisibility f 1 1 I-js ion /Phantasm )
Level; 7
Range: I'Vteve/
Duration: Special
Area of Effect: Spedof
Components: V, S, M
Costing Time: 7 segments
Saving Throw: None
Explanation/Description: This is the same as an Invisibility spell (q.v,)
except that it can hide crealures in a 3" X 3" area, up to 300 to 400 man-
sized creatures, 30 to 40 giants, or 6 to 8 large dragons.
ing V [Conjuration/Summoning)
Components: V, S, M
Casting Time: 6 segments
Saving Throw: None
Level; 7
Range: 7"
Duration: 6 rounds + }
round/level
Area of Effect: Special
Explanation/Description: This spell summons 1-2 fifth level monsters, and
they will appear in 1-3 rounds. See monster summoning I for other details.
Mordenkalnen't Sword (Evocation)
Level; 7
Range; 3"
Duration: T round//eveJ
Area of Effect: Special
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None
Explanation/Description: Upon casting this spell, the magic-user brings
inro being a shimmering sword-like plane of force. The spell caster is able
to mentally wield this weapon (to the exclusion of activities other than
movement), causing It to move and strike as if it were being used by a
fighter. The basic chance for Mordenkoinen's Sword to hit is the some as
the chance for a sword wielded by a fighter of one-half the level of the
spell caster, i,e. if cast by a 14th level magic-user, the weapon has the
same hit probability as a sword wielded by a 7th level fighter. The sword
has no magical "to hit" bonuses, but it can hit any sort of opponent, even
those normally siruck only by +3 weapons or astral, ethereal or out of
phase; and it will hit any armor class on a roll of 19 or 20. It inflicts 5-20 hit
points on opponents of man-size or smaller, and 5-30 on opponents larger
than man-sized. It can be used to subdue ii lasts until the spell duration
expires, a dispel moglc is used successfully upon it, or Its caster no longer
desires it. The material component is a miniature platinum sword with a
grip and pommel of capper and zinc which costs 500 g.p. io construct, and
which disappears after the spell's completion.
Components: V
Casting Time; 7 segments
Saving Throw: None
Phase Deer (Alteration)
Level: 7
Range; Touch
Duration: 1 usage/2 leveh
Area of Effect: Special
Explanation/Description: When this spell is cast, the magic- user attunes his
or her body, and a section of wait Is affected as if by a passwoti spell
(q.v.). The phase door is invisible to all creatures save the spell caster, and
only he or she can use the space or passage the spell creates, disappearing
when the phase door is entered, and appearing when it is exited. The
phase door lasts for 1 usage for every 2 levels of experience of The spell
caster. It can be dispelled only by a casting of dispel magic from a higher
level mogic-user, or by several lower level magic-users, casting in concert,
whose combined levels of experience ore more thon double that of the
magic-user who cost the spell.
Power Word, Stun (Conjuration/Summoning)
Level: 7
Range: VS'Yfeve/
Duration: Special
Area of Effect: One creature
Components: V
Casting Time: I segment
Saving Throw: None
Explanation/Description: When a power word, stun is uttered, any <
of the magic-user's choice will be stunned — reeling and unable ro think
coherently or act — for 2 to 8 (2d4) melee rounds. Of course, the magic-
user must be facing ihe creature, and it must be within the spell caster's
range of W per level of experience. Creatures with 1 to 30 hit points will
be stunned for 4-16 (4d4) rounds, those with 31 to 60 hit points will be
stunned for 2 to 8 (2d4) rounds, those with 61 to 90 hit points will be
stunned for 1 to 4 (d4) rounds, and crealures with over 90 hit points will not
be affected. Note thai if a creature is weakened due to any cause so that
its hit points are below the usual maximum, the current number of hit
points possessed will be used.
KeverseAj^roviry [Alteration }
Level: 7
Range: /level
Duration: J segment
Area of Effect: 3" X 3" square
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None
Explanation/Description: This spell reverses gravity in the area of effect,
causing all unfixed objects and creatures within it to "fall" upwards. The
reverse gravity lasts for 1 second (1/6 segment) during which time the
objects and creatures will "fall" 16" up. If some solid object is encountered
in this "foil", the ob|ecl strikes H In the same manner as o normal
downward fail. At the end of the spell duraiion, the affected objects and
crealures fall downwards. As the spell affects an area, objects tens,
hundreds or even thousands of feet In the air can be affected. The material
components of this spell are a lodestoneand iron filings.
(Illusion/Phantasm)
Level: 7
Range: Touch
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: Spec jo/
Saving Throw: None
Explanation/Description: By means of this spell the mogic-user is able to
creaie a duplicate of any creature. The duplicate appears exactly the same
as the real. There are differences: the simulacrum will have only 51% to
60% (50% + 1 % to 10%) of the hit points of the real creature, there will be
personality differences, there will be areas of knowledge which the
88
MAGIO USER SPELLS (7TE LEVEL)
MAGIC-USER SPELLS (iTH LEVEL)
duplicate does not have, and a detect magic spell will instamly reveal it as
a simulacrum, as will a true seeing spell. Ar all rimes the simulacrum
remains under the absolute command of the magic- user who created ftj
although no special telepathic link exists, so command must be exercised
in the normal manner. The spell creates the form of the creature, but it is
only a zombie-like creature, A reincarnation spell must be used to give the
duplicate a vital force, and a limited wish spell must be used to empower
the duplicate wiih 40% to 65Vo (35% + 5% to 30%) of ihe knowledge and
personality of the original. The level, if any, of the simulacrum, will be
from 20% to 50% of the original creature. The duplicate creature is formed
from ice or snow. The spell is cast over the rough form, and some piece of
the creature to be duplicated must be placed inside the snow or Ice.
Additionally, the spell requires powdered ruby. The simulacrum has no
ability to become more powerful i.e. it cannot increase its levels or
abilities*
Stotuo (Alteration)
Level: 7
Range: Touch
Duration: 6 turns/level
Area of Effects Creature touched
Components: V, S, M
Casting Time: 7 segments
Saving Throw; Special
Explanation/Description: When a statue dweomer is cast, the magiouser
or other creature is apparently turned to solid stone, along with any
garments and equipment worn or carried. The initial transformation from
flesh to stone requires 1 full round after ihe spell is cast. Thereafter the
creature can withstand any inspection and appear to be a stone stotue,
although a faint magic will be detected from the stone if it is checked for.
Despite being in this condition, the petrified individual can see, hear, and
smell normally. Feeling Is only as acute as that which will actually offecl
the gronite-hord suhstonce of the individual's body. I.e. chipping is equal
to a slight wound, but breaking off one of the statue's arms is another
matter. The individual under the magic of □ statue spell can return to
normal state in 1/6 of a segment, and then return to statue state in the
some period if he or she so desires, as long as ihe spell duration is in
effect. During the initial transformation from flesh to stone, the creoture
must make a saving throw of 82% or less, with -1 deducted from the dice
roll score for each point of his or her constitution score, so an 18
constitution indicaies ceriain success. Failure indicates system shock ond
resultant death. The material components of this spell are lime, sand, and
o drop of water slirred by an iron bar such os a noil or spike.
Vanish (Alteration)
Level: 7
Range: Touch
Duration; Special
Components: V
Costing Time; 2 segments
Saving Throw: None
Expl anal ion/Description; When the magic-user employs this spell, he or
she causes an object to vanish. The magic-user can cause the object to be
tele ported {see teleport spell ) if h weighs up to a maximum of 500 g.p. per
level of experience of the spell coster, i.e. a 14th level magic-user can
vomsh and cause to reappear at his or her desired location 7000 g.p.
weight. Greater objects con be mode to vanish, but they are simply placed
into the ethereal plane and replaced with stone. Thus, a door can be made
to disappear, and it will be replaced by a stone wall of V thickness, or
equal in thickness to the door, whichever is greater. The maximum volume
of material which can be affected is 3 cubic feet per level of experience
Thus, both weight and volume limit the spell. A dispel magic which Is
successful wilt bring back vanished items from the ethereal plane.
Eighth Level Spells:
Antipathy/Sympathy (Enchanlment/Chorm)
Level: 8
Range; 3"
Duration: 12 tums/levei
Area of Effect; Special
Components: V, S. M
Casting Time: 6 rums
Saving Throw: Special
Explanation/Description: This spell allows the mogic-user to set up certain
vibrations which will tend to either repel or attroct a specific type of living,
intelligent creature or characters of a particular alignment. The mogic-user
must decide which effect is desired with regard to whoi creature or
alignment type before beginning the dweomercroefting, for the
components of each application differ. The spell cannot be cast upon
living creatures.
Antipathy: This dweomer causes the affected creature or alignment type to
feel an overpowering urge to leave the area or not touch the affected
item, if a saving throw versus magic is successful, the creature may
stay/touch the item, but the creature will feel very uncomfortable, and a
persistent itching will cause It to suffer the toss of 1 point of dexterity per
round ihe area or Item is remained in or touched, subject to o maximum of
4 points. Failure to save versus magic forces the creature/olignment type
to abandon the mogicked area or item, shunning it perrnanenily and never
willingly enter/touch it until the spell is removed or expires. The material
component for this application of the spell is a lump of alum soaked in
Sympathy. By costing the sympathy application of the spell, the mogic-user
can cause a particular type of creature or atignment of character to feel
elated and pleased to be in an orea or with the prospect of touching or
possessing an object or item. The desire to stay in the area or
touch/possess the magicked object/item will be overpowering, and unless
a saving throw versus magic is made, the creature or character will stay or
refuse to release the object. If the soving throw is successful, the creature
or character is released from the enchantment, but a subsequent saving
throw must be made from 1-6 turns later, and if this one foils, the affected
creature will return to the area or object. The material components of ihis
spell are 1 ,000 g.p. worth of crushed pearls and a drop of honey.
Note that the particular kind of creoture to be affected must be named
specifically. i.e. red dragons, hill giants, wererats, lammasu, catoblepos,
vampires, etc- Likewise, the specific alignment type for characters must be
named, i.e. chaotic evil, chaotic good, lawful neutral, neutral, etc.
if this spell is cast upon an area, o 10' per side cube can be mogicked per
level of experience of the mogic-user. If on objed or item is magicked,
only that single thing can be enchanted, but affected creatures/characters
save versus the magic thereon at -2<
Blgby'i Clenched FItt (Evocation)
Level: 8
Range: W/evef
Duration: I round/level
Area of Effect: Special
Components: V, $, M
Casling Time: 8 segments
Saving Throw: None
Explanation/Description; Bigby's Clenched Fist spell brings forth a huge,
disembodied hand which is balled into a fist. This magical member is
under the mental control of the spell caster, and he or she can cause it to
strike an opponent each round. Mo other spell casting or magical oclivity
may be undertaken for the duration of the spell. The Clenched fist t
misses, but the effectiveness of its blow varies from round to round.
Die Roll
1-12
13-16
17-19
30
Result
glancing blow — 1 to 6 hit points
solid punch — 2 to 12 hit points
hard punch — 3 to 18 hit points and
opponent ts stunned next round
crushing blow — 4 to 24 hit points
and opponent is stunned for next 3 rounds
Note: Any stunned opponent allows the magic-user to add + 4 to his or her
die roll to determine how well ihe fist strikes, as the opponent is not
capable of dodging or defending against the attack effectively. (This spell
con be used with any of the other Hand spells of the Arch mage Bigby.) The
material component of this spell is a leather glove and a small device
consisting of four rings toined so as to form a slightly curved line, with an
"I" upon which the bottoms of the rings rest, the whole fashioned of an
alloyed meial of copper and line. The Fist is destroyed by damage equal to
the hit points of Its caster being inflicted upon it.
(Necromantic)
Level: 8
Range: Touch
Duration: Permanent
Area of Effect: Special
Components: V, S,/W
Casting Time; I turn
Saving Throw: None
89
MAGIC-USER SPELLS (8TH LEVEL)
MAGIC-USER SPELLS (STH LEVEL)
level of experience, memories, etc. However, the duplicate is the person,
so that if the original and o duplicale exist at The some time, each knows of
the other's existence; ond the original person and the done will each
desire to do away with the other, for such qn alter-ego is unbearable to
both, If one cannot destroy the other, one {95%) will go insane (75% likely
to be Ihe dons) and destroy itself, or possibly (5%) both will became mod
and commit suicide. These probabilities will occur within 1 week of the
dual existence. The material component of the spefl iso small piece of the
flesh of the person to be duplicated. Note that the done will become the
person as he or she existed at ihe time at which the flesh was taken, and
oil subsequent knowledge, experience, etc. will be totally unknown to the
done Atso, the clone will be a physical duplicate, and possessions of the
original are another matter entirely. IMoie ihal a clone takes from 2-6
months to grow, and only after that time is dual existence established.
upon its intelligence, {Note; AAinolaurs are not affected by this spell.)
(Alteration)
Level: 8
Range; Touch
Duration: Permanent
Area of Effect: Object touched
Components; V, 5, M
Costing Time: 8 segments
Saving Throw: None
Explanation/Description: The gJossfeef spell turns crystal or glass into a
transparent substance which has the tensile strength and unbreakobility of
actual steel. Only a relatively small volume of material can be affected, a
maximum weight of 10 pounds per level of experience of the spell caster,
arid it must form one whole object. The material components of Ihis spell
ore a smol I piece of glass and a small piece of steel.
Cloud (Alteration-Evocation)
Level: 8
Range: 3"
Duralion: 4 rounds + t-o rounds
Area of Effect: Special
Components: V, 5, Art
Casting Time: 2 segments
Saving Throw:
Explanation/Description: An incendiary cloud spell exactly resembles ihe
smoke effects of a pyrotechnics spell (q,v.), except that its minimum
dimensions are a cloud of 10/ height by 20 r length and breadth. This dense
vapor cloud billows forih, and on the 3rd round of its existence it begins to
flame, causing Vj hit point per level of the magic-user who cost it. On the
4th round it does 1 hi! point of damage per level of the caster, and an ihe
5th round it again drops to % h.p. of damage per level of the magic-user os
its flames burn out. Any successive rounds of existence ore simply
harmless smoke which obscures vision within its confines. Creatures within
the cloud need moke only 1 saving throw if it is successful but if they fail
Ihe first, they roll again on the 4ih and 5th rounds [if necessary) to at tempi
to reduce damage sustained by one-haif In order to cast Ihis spell the
magic-user must have on ovoilable fire source (just os with o pyrotechnics
spell], scrapings from beneath a dung pile, and a pinch of dust.
Mom Charm (Enchantment/Charm)
Level: 8
Range: WAevel
Duration; Special
Area of Effect: Special
Components; V
Casting Time: 8 segments
Saving Throw: Neg.
Ex plan at ion /Description: A mass charm spell affecls either persons or
monsters just as a charm person spell or a charm monster spell (qq v.)
does. The moss charm, however, will affect a number of creatures whose
combined levels of experience and/or hit dice does not exceed twice the
level of experience of the spell cosier. All affected creatures must be
within the spell range and within a maximum area of 3" by 3" Note thot
the creatures' saving throws are unaffected by the number of recipients
(cf. charm person and charm manner), but all target creatures are subject
to a penalty of -2 on the saving throw becouse of the efficiency and power
of a moss charm spell.
Mate (Con jurat ion/Summoning)
Level: $
Range: IW/evei
Duration; Special
Area of Effect: One creature
Components: V,5
Casting Time: 3
Saving Throw: None
Explanation/Description: An extra-dimensional space is brought into being
upon utterance of a maze spell. The recipient will wander in the shifting
labyrinth of force planes for o period of time which is totally dependent
Intelligence of
under 3
3 to 5
6108
9 to 11
l2lol4
15to 17
IB and up
{Abjuration)
Level; 8
Range: 3"
Duration: I day
Area of Effect: One creature
Time Trapped In
2 to 8 turns
1 io 4 turns
5 to 20 rounds
4 to 16 rounds
3 fo 12 rounds
2 to B rounds
1 io 4 rounds
Components: V*,5
Costing Time: I segment
Saving Thro w: None
Explanation/Description: When the very powerful mind blank spell is cost,
the recipient is totally protected from all devices and/or spells which
detect, influence, or read emolions and/or thoughts. Protection includes
augury, charm, command, confusion, divination, empathy (all forms}, ESP,
fear, feeble mind, mass suggestion, phanrasmaf killer, possession,
rulershjp, sou/ trapping, suggestion, and telepathy. Cloaking protection
also extends to prevention of discovery or information gathering by cry s to J
balls or other scrying devices, c/oiraudience, clairvoyance, communing,
contacting other p fanes, or wish-related methods (wishing, limited wish,
alter reality). Of course, exceedingly powerful deities would be able to
penetrate the spell's powers. Note ihal this spell also protects from
psi on ic -related detection and/or influence such os domination {or mass
domination), hypnosis, invisibility (the psionic sort is mind related), and
precognition, plus those powers which are already covered as spells.
ing)
Components: V, S, M.
Costing Time: 8 segments
Saving Throw: None
Level; 8
Range: fl"
Duration: 7 rounds + i
round/level
Area of Effect: Spec/of
Explanation/Description: This spell summons 1 or 2 sixth level monsters,
the creoture(s) appearing in 1 to 3 rounds. See monster summoning I for
other detoi Is,
Otto's Irresistible Dane* {Enchantment/Charm}
Level: 8
Range: Touch
Duration: 2-5 rounds
Area of Effect: Creature touched
Components: V
Casting Time: 5 segments
Saving Throw: None
Explanation/Description: When Otto's Irresistible Dance is placed upon a
creature, the spell causes the recipient to begin dancing, feet shuffling and
topping. This dance makes it impossible for the victim to do anything other
than caper and prance, this cavorting lowering the armor class of the
creature by -4. making saving throws impossible, and negating any
consideration of a shield. Note that the creature must be louched —
possibly as if melee combai were taking place and the spell caster were
striking to do damage.
90
MAGIC -USER SPELLS (&TH LEVEL)
MAGIC-USER SPELLS (8TM LEVEL)
(Alteration)
Level: 3
Range: Special
Duration: Permanent
Area of Effect: Spedof
Components: V,S,M
Casting Time: 2 rounds
Saving Throw: None
Explanation/Description: This spell affects the duration of certain
spells, making I he duration permanent The spells upon which a personal
permanency will be effective ore:
comprehend languages
detecf evff
deiMinvisibiiiry
defect magic
protection from evil
protection from norma I missies
reod magic
tongues
The magic-user casts the desired spell and
permanency spell, loch permanency spell lowers the magic-user's
constitution by 1 point. The magic-user cannot cast these spells upon other
creatures. In addition to personal use, the permanency spell can be used to
make the following object/creature or area effect spells lasting:
prismatic sphere
stinking cloud
wait of fire
wait of force
weh
enlarge
fear
gust of wind
invisibility
magic mouth
The former application of permanency can be dispelled only by a magic-
user of greater level than the spell caster was when he or she initially cast
iL The permanency application to other spells allows it to be cast
simultaneously with any of the latter when no living creature is the Target,
but the permanency can be dispelled normally, and thus i he entire spell
Components: V,S,M
Coaling Time: f round
Saving Throw: Special
Polymorph Arty Object (Alteration)
Levels
Range: WVfeveJ
Duration: VonoWe
Area of Effect: Special
Explanation/Description: This spell changes one object (living or
otherwise) into another. When used as a polymorph ofher or stone to flesh,
simply treat the spell as a more powerful version, with saving throws mode
at -4 on i he die. When it is cast in order to change other objects, the
duration of the spelt will depend on how radically removed the original
was from its magi eked state, as well as how different in size. This will be
determined by your Dungeon Waster by comparing:
kingdom — animal, vegetable, mineral
cross — mammals, bipeds, fungi, metals, spheres, etc.
relationship — twig is to tree, sand is to beach, etc
size — smaller, equal, larger
sKape — comparative resemblance of the original to the
polymorphed state
intelligence — particularly with regard to a change in which the end
product is mare intelligent
Change in Kingdom mokes the spell work for hours or turns, i.e. hours if
one removed, turns if two removed. Other changes likewise affect spell
duration. Thus, changing a lion to an andrasphins would be permanent,
but turning a turnip to a purple worm would be a change of only hours
duration; turning a tusk into on elephant would be permanent, but fuming
a twig Into a sword would be only a change of several lurns duration, All
pofymorphed objects radiate a strong magic, and if a dispel magic spell Is
used upon them, they wifl return to their natural form. Note that a stone to
Flesh, or Its reverse, will affect objects under this spell. The malarial
components of this spell are mercury, gum arable, and smoke. N.B.:
System shock applies to living creatures, os do the restrictions noted
regarding polymorph others and stone to flesh (qq.v,)-
Power Word, Blind (Conjuration/Summoning)
Level: 3
Range: W /level
Duration: Special
Area of tireo. J atameter
Components: V
Casting Time: J segment
Saving Throw; None
Explanation/Description: When a power word, bffnd is cast, one or more
creatures within spell range and area of effect will become temporarily
sightless. The spell affects up to 100 hit points of creatures, but the duration
is dependent upon how many hit points of creatures are affected, ff 50 or
less points are affected, blindness lasts far 2 to 5 (d4+ 1 ) turns, if 51 or
more hii points of creatures ore affected, the spell duration is but 2 to 5
rounds. Note that the spell coster must indicate which creatures he or she
desires to affeel with the spell, noting one os target center, prior to
determining results. Creatures wilh over 100 hii points are not affected.
Blindness con be removed by cure blindness or dispel magic
»rr»n ■ ?pvn immunity [rtDjuranon )
Level: 8
Range: Towch
Duration; I rum//eve/
Area of Effect; CreaturefsJ touched
Components: V,S,M
Cast i ng Time; 1 ra und/rec ipient
Saving Throw: None
Explanation/Description: fly use of this spell the magic-user is able to
confer virtual immunity to certain spells and magical atlock forms upon
those he or she touches and magicks. For every 4 levels of experience of
the magic-user, I creature can be protected by the Serten's Spell Immunity
spell, but the duration of the protection is similarly disbursed upon these
additional figures, (Example: A 16th level mogic-user can cost the
dweomer upon \ creature and it will last 16 turns, or he or she con place it
upon 2 creatures for an 8 turn duration, or upon 4 creatures for but 4 turns
duration.) The protection gives a bonus to saving throws as fallows:
BeguWng, Charm, Suggestion
Command, domination, Fear, HoW, Scare
Geas, Quest
+9
+ 7
The material component of this spell is a diamond which must be crushed
and sprinkled over the spell recipients, and each such aeaiure must olso
have in its possession a diamond of any size, intact and carried on its
person.
Symbol (Conjuration/Summoning)
Level: 8
Range: Touch
Duration: Special
Area of Effect: Special
Components: V t S,M
Casting Time: 8 segments
Saving Throw: Spetial
Explanation/Description; A syrobof spell causes the creation of magical
runes which affect creatures which pass over, touch, read, or pass through
o portal upon which the symbol is inscribed. Upon casting the spell, the
magic- user inscribes the symbol upon whatever surface he or she desires.
Likewise, the spell caster is able to place the symbol of his or her choice,
using any one of the following:
Death -■ —
Discord —
Fear —
One or more creatures whose total hit points do not
exceed 80 are slain,
Alf creatures are affected and immediately fall to
loudly bickering and arguing; furthermore, there is a
50% probability that creatures of different alignment
will attack each other. The bickering lasts for 5-20
rounds; the fighting for 2-8 rounds.
This symbof operates as an extra-strong fear spell,
causing all creatures to save vs. the spell at -4 on the
die or panic and flee as if affected by a fear spell
(qv.).
All creatures are affected and must turn back in
dejection unless they save versus magic. Affected
creatures will submit lo the demands of any
opponent, I.e. surrender, get out, etc.; the
hopelessness lasts for 3 to 12 (3d4) turns, and during
this period it is 25% probable that affected creatures
will take no action during any round, and 25% likely
that those taking action will turn back or retire from
battle, os applicable.
MAGIC-USER SPELLS (STH LEVEL)
Insanity — One or more creatures whose total hit points do not
exceed 1 20 will become insane and remain so, acting
os If a confusion spell (q.v.) had been placed upon
them until a heal, restoration, or wish spell is used to
remove the madness.
Pain— All creatures are affected, having wracking pains
shoot ing through their bodies, which causes them to
hove -2 on dexterity and -4 on attack dice for from
2-20 turns.
Sleep — All creatures under 9+1 hit dice will immediately fall
into a catatonic slumber and cannot be awakened for
5 lo 16{d12 + 4) turns.
Stunning — One or more creatures whose total hit points do noi
exceed 160 will be stunned and reeling for 3-12 (3d4)
rounds, dropping anything it or they hold in
manipulative members.
The type of symbol con not be recognized without it being read and thus
activating its effects. The material components of This spell ore powdered
black opal and diamond dust worth not less than 5000 g.p. each.
Trap The Soul (Conjuration/Summoning)
Level: 6
Ranger V*
Duration: Permanent until broken
Area of Effect: One creature
Components: V,S,M
Casting Ti me: Spec jo f + I segment
Saving Throw: Neg.
Explanation/Description: This spell is similar to the magic /or, except that
the trap the soul spell forces the subject creature's life farce (and tts
material body, if any) into a special prison magicked by the spell caster.
The subject of the spell must be seen by the caster, and the mag Ic- user
must know the subject's true name as well when the final word Is uttered.
Preparatory to the actual casting of the trap the sou/, the magic-user must
prepare ihe soul prison, a gem of 1 ,000 g,p. value for every hit die or level
of experience the creaiure whose soul is to be trapped possesses, i.e. it
requires a gem of 10,000 g.p„ volue to trap a 10 hit dice (or 10th level)
creature by placing on enchant on item spell upon it and ihen placing a
maze spell into the gem, thereby farming the prison for the soul to be
trapped. There are 2 manners in which the soul of the victim can be
imprisoned. The final word of the spell can be spoken when ihe creature is
within spell range, but this entitles It to exercise its magic resistance (if
any) and a sawing throw versus magic as well, and if the latter Is
successful, the gem shatters. The second method of soul trapping is far
more insidious, for it tricks the victim into accepting a trigger object
inscribed with the final spell word which will automatically place the
creature's soul into the trop. If this method is used. It will be necessary to
name the triggering item when the prison gem is mogicked, A sympathy
spell may be placed on the trigger Item* As soon as the subject creature
picks up or accepts the trigger item, its soul is outomaticofly transferred to
the gem, The gem prison will hold the soul trapped until time indefinite, or
until it is broken and ihe soul is released, allowing the material body to
reform. If the creature trapped is a powerful creature from another pi one
(and this could actually mean a character trapped by some inhabitant of
another plane of existence when the character Is not on the Prime Material
Plane), it can be required to perform a service immediately upon being
freed. Otherwise, the creature can go totally free once the gem
imprisoning it is broken.
Ninth Level Spells:
Aitrol Spell (Evocoiion)
Level: 9
Range: Touch
Duration: Special
Area of Effect: Special
Components: V,S
Casting Time: 9 segments
Saving Throw; None
Explanation/Description: Except as noted above, this spell is the
the seventh level cleric spell, osrra/ speff (q.v.).
same as
BIgby'i Crushing Hand (Evocation)
Level: 9
Range: fS7W
Components: V,S,M
Casting Time: 9 segments
Duration: I round/level
Area of Effect: Special
MAGIC USER SPELLS (9TH LEVEL)
Saving Throw: None
Explanation/Descriplion: Bigby's Crushing Hand causes the appearance of
a huge disembodied hand which is similar to Bigby's Forceful Hand and
Bigby's Clenched fist (qq.v.). The Crushing Hand is under the mental
control of the spell caster, and he or she con cause it to grasp and squeeze
an opponent, Damage from th?s constriction depends on the number of
rounds it acts upon the victim:
1st round
2nd & 3rd rounds
4th & beyond
1- 10 hit points
2- 20 hit points
4-40 hit points
The Hand con sustain hit points equal to those of the magic-user who
created it before being dispelled The maieriqt components of the spell are
a glove of snake skin and the shell of an egg.
(Conjuration/Summoni ng)
Level;?
Range: 3**
Duration: Special
Area of Effect; Special
Components: V,5
Casti ng Time; 9 segm enfs
Saving Throw: None
Explanation/Description: Except as noted above, this spell is ihe
the seventh level cleric spell, gate (q.v,)-
(Abjuration) Reversible
Level: 9
Range: Touch
Duration: Permanent
Area of Effect: J creature
Components: V,5
Casting Time: 9 segments
Saving Throw: None
Explanation/Description: When an imprisonment spell is cast and the
victim is touched, the recipient is entombed in a state of suspended
animation (cf temporal stasis) in a small sphere far below the surface of
the earth, The victim remains there unless a reverse of the spell, with the
creature's name and background, Is cost. Magical search by crysto/ ball, a
locate objects spell or similar means will not reveal the fact that a creaiure
is imprisoned The reverse (freedom^ spell will cause the appearance of
the victim at the spot he, she or it was entombed and sunk into the earth.
There is o 10% chance that 1 to 100 orher creatures will be freed from
Imprisonment at the same time If Ihe magic-user does not perfectly get the
name and background of the creature to be freed, The spell only works if
ihe name and background of the victim are known.
vocation)
Level ; 9
Range: 4" + ? "/revel
Duration i Instantaneous
Area of Effect: Special
Components: V,S
Casting Time: 9 segments
Saving Throw: H
Explanation/Description: A meteor swarm is a very powerful and
spectacular spell which is similar to a fireball in many aspects. When ii is
cast, either four spheres of 2' dra meter or eight spheres of V diameter
spring from the outstretched hand of ihe magic- user and streak in a
straight line up to the distance demanded by the spetl cosier, up to the
maximum range. Any creature \r\ the straight line path of these missiles
will receive the full effect of the missile, or missiles, without benefit of a
saving throw. The "meteor" missiles leave a fiery trail of sparks, and each
bursts as a fireball (q.v,). The large spheres each do 10 io 40 hit points of
damage, the four bursting in a diamond or box pattern. Each has a 3"
diameter area of effect, and each sphere will be 2" apart, along the sides
of the pattern, so ihat there are overlapping areas of effect, and the center
92
MAGfOUSER SPELLS (9TH LEVEL)
MAG fC USER SPELLS (9TH LEVEL)
will be exposed to all four blasts. The eight small spheres have one-half
the diomeier (1 W) and one-half the damage potential (5-20), They burst
in o pattern of a box within o dromond or vice versa, each of the outer
sides 2" long, and Ihe inner sides being V long. Mote that the center will
hove 4 areas of overlapping effect, and there are numerous peripheral
areas which hove two overlapping areas of effect. A saving throw for each
area of effect will indicate whelher full hit points of damage, or half the
indicated amount of damage, will be sustained by creatures wtihin each
area, except as already stated with regard to the missiles impacting,
(Conjuration/Summoning)
Level: 9
Range: 9"
Duration: 8 rounds + \ round/level
Area of Effecl: Spec iof
Components: V>$M
Casting Time: 9 segments
Saving Throw: None
Explanation/Description: This spell summons 1 or 2 seventh level monsters
which appear \ round after the spell is casi, or 1 8th level monster which
will appear 2 rounds after Ihe spell is cast. See monster summoning I for
olher details.
Power Word, Kill (Conjuration/Summoning)
Level: 9
Range: WV/eve/
Duration: Permanent
Area of Effect: 2 " drameter
Components; V
Costing Time: 1 segment
Saving Throw: None
Explanal ion/Description: When a power word, kill is uttered, one or more
creatures within the spelk range and area of effect will be stain. The power
word will destroy a creature with up to 60 hit points, or it will kill 2 or more
creatures with 10 or fewer hit points, up to a maximum of 120 hit points.
The option to attack a single creature, or multiple creatures, must be stated
along with the spell range and area of effect center.
Prlimatk Sphere (Abjuration, Conjuration/Summoning)
Level: 9
Range: 0
Duration: 1 tum/ieve!
Area of Effect: 2" d-omefer sphere
Components: V
Casting Time: 7 segments
Saving Throw; Special
Explanation/Description: This spell enables Ihe magic- user to confure up
an opaque globe of shimmering, multi-colored spheres of tight to surround
him or her which give protection from all forms of attack. This scintillating
sphere flashes all ihe seven colors of the visible spectrum, and each of
lhese spheres of color has o different power and purpose. Any creature
with fewer than eight hit dice will be blinded for from 2 to 6 turns by Ihe
colors of the sphere. This phenomenon is immobile and only the spell
caster can pass in and out the prismatic sphere without harm. Note thot
typically the upper hemisphere of the globe will be visible, as the spell
caster Is at the center of the sphere, so the lower half is usually hidden by
the floor surface he or she is standing upon The colors and effects of the
prismatic sphere, as well as what will negate each globe, are:
Color
of
Globe
red
orange
yello
blue
1st
2nd
3rd
4th
5th
prevents all non- magi col mis-
siles _ inflicts 10 hir points of
prevents all magical missiles —
Inflicts 20 hit points of damage
prevents poisons, gasses, and
petrification — Inflicts 40 hit
points of damage
prevents all breath
save vs. poison or dead
prevents location/detection and
psionics — save vs, petrification
or turned to stone
cone of told
gust of wind
disintegrate
pass waif
magic missile
indigo 6th prevents all magical spells — cominvaUight
save vs. wand or insane
violet 7th force field protection — save vs« dispel magic
magic or sent to another plane
Note thot a rod of* concef/arron will destroy a prismatic sphere. Otherwise,
anything entering the sphere will be destroyed, any creature subject to the
effects of each and every globe as indicated, Le. 70 hit points of damage
pig* death, petrification, insanity and/or instantaneous transportation io
another plane, and only the four latter effects are subject to saving throws.
The individual globes may be destroyed by appropriate magical attacks in
consecutive order, the 1st globe destroyed before any others, then the 2nd,
etc.
(Alteration)
Level: 9
Range: 0
Duration: T turn/level
Area of Effect: The spell
Components: V t $,M
Casting Ti me: 9 segmenfs
Saving Throw: None
Explanation/Description: With this spelt, the magic-user fs able to assume
the Form of any creature short of a deml-god, greater devil, demon prince,
singular dragon type, greater demon or the like. The spell coster becomes
the creature he or she wishes, ond has all of the abilities save those
dependent upon Intelligence, for the mind of the creoture is thot of the
spell caster. Thus, he or she can change into a griffon, thence to an efreet,
and then lo o titan, etc, These creafures hove whatever hn poinis ihe
magic-user hos at the time of the shape change. Each alleration in form
requires 1 segment. No system shock is incurred, Example: A wizard Is In
combat and assumes the form of o will o' wisp, and when this form is no
longer useful, the wizard changes into a stone golem and walks away.
When pursued, the golem-shape is changed to thai of a flea, which hides
upon a horse until it con hop off and become a bush. If detected as the
latter, the mogie-user can become o dragon, pool of water, or fust about
anything else. The material component of the spell is a jade circlet worth
no less than 5000 g.p. which will shatter ot the expiration of ihe magic's
duration. In ihe meantime, it is left in the wake of the shape change, ond
premature shattering will cause the magic to be dispelled.
Temporal Staili (Alteration) Reversible
Level: 9
Range: I-
Duration: Permanent
Area of Effect: One creoture
Components: V,S,M
Casting Time: 9 segments
Saving Throw: None
Explanation/Description; Upon casting this spell, the magic-user places the
recipient creature into a state of suspended animation. This cessation of
time means that the creature does nol grow older. Its body functions
virtually cease. This state persists until the magic is removed by a dispel
magic spell or the reverse of ihe spell (temporal remsfofememj is uttered.
Note that the reverse requires only a single word and no somatic or
material components. The material component of a temporal sfosj's spell Is
o powder composed of diamond, emerald, ruby, ond sapphire dust, one
Components: V
Casting Time: 9 segments
Saving Throw: None
Time Stop (Alteration)
.9
ftange: 0
Duration: M segmenf/leveJ
+ T-8 segments
93
MAGIC-USER SPELLS (9TH LEVEL)
ILLUSIONIST SPELLS (1ST LEVEL)
Explanation/Description: Upon costing o time stop spell, ihe m ogle- user
co uses the flow of time to stop in the areo of effect, end outside this area
the sphere simply seems to shimmer for an instant. During the period of
spell duration, the magic-user con move and acf freely within the area
where rime is stopped, but all other creatures there ore frozen In their
actions, for they are literal ly between ticks of the time clock, and the spell
duration is subjective to the coster. No creature con enter the areo of effect
without being stopped in time also, and if the magic-user leoves it, he or
she Immediately negates the spell. When spell duration ceases, the magic-
user will ago sn be operating in normal time,
Wlih (Conjuration/Summoning)
Level: 9 Components; V
Range: Unlimited Costing Time: Special
Duraiion: Special Saving Throw: Special
Area of Effect; Spec 10/
Explanation/Description; The wfsh spell is a more potent version of a
limited wrsh (q.v,). If it is used to alter reality with respect to hit points
sustained by a parly, to bring o dead character to life, or to escope from a
difficult situation by lifting the spell caster (and his or her party) from one
place 10 another, it will not cause the magic-user ony disability Other
forms of w/shes, however, will cause the spell caster to be weak (-3 on
strength) and require 2 to S doys of bed rest due to the stresses the wish
places upon time, space, and his or her body, Regordless of what is wished
for, the exact terminology of the wish spell is likely to be carried through.
(This discretionary power of the referee is necessary in order to maintain
gome balance. As wishing another character dead would be grossly
unfair, for example, your DM might well advance the spell caster to o
future period where the object is no longer alive, i,e. putting the wishing
c horocte r out of the ca mpa ig n . )
Color Spray {Alteration)
Level: t Components: V,S.M
Range: T*V7eve/ Casting Time: I segment
Duration; I segment Saving Throw; Special
Areo of Effect; W X 2" X 2"
wedge
Explanation/Description: Upon casting this spell, the illusionist causes □
vivid fon-shaped spray of clashing colors to spring forth from his or her
hand. From 1 to 6 creatures within the areo of effect can be affected. The
spell cosier is able to affect 1 level or hit die of creatures for each of his or
her levels of experience. Affected creatures are struck unconscious for 2 to
8 rounds if their level is less than or equal to that of the spell coster; they
are blinded for 1 to 4 rounds if their level or number of hit dice is \ or 2
greaier than the illusionist; and Ihey are stunned (cf. power word, stun,
seventh level magic-user spell) for 2 to 8 segments if their level or number
of hit dice Is 3 or more greater thon the spell caster. All creatures above the
level of the spell coster and oil creatures of 6th level or 6 hit dice are
entitled to o saving throw versus the color spray spell. The material
components of this spell are a pinch each of powder or sand colored red
yellow and blue.
Dancing Lights (Alteration)
Level: I Components: V,S,M
Range: 4"+ VVIevel Casting Time: J segment
Duration: 2 rounds/level Saving Throw; None
Area of Effect: Special
Explanatron/Description: This spell is ihe same as the first level magic-user
spell, dancing lights (q.v.).
ILLUSIONIST SPELLS
Not** Regarding Illusionist (Magk-Uier) Spells:
There are fewer illusion fst spells than there are magic-user spells, and
there is some duplication; at seventh level the list includes all first level
magic-user spells, several of which ore taken as if they were but one spell
of seventh level. The illusions of this das* grow progressively more
powerful as levels increase; the phantasms lake on some actual
substance, and even other sorts of spells used by illusionists are potent [cf
no/ kiiter, shades, prismatic spray).
There are some illusionist spelts which have no verbol (V) component.
Also, these spells typically need fewer material components than do those
of other classes. A notable exception is the vision spell which needs great
material outlay.
Fir it Level Spells?
Audible Glome r {Illusion/Phantasm)
Level: T
Range: 6" 4- T"//evel
Duration: 3 rounds/ level
Area of Effect: Hearing range
Components: V,$
Casting Time: 5 segments
Saving Throw: Special
Explanation/Description: Except as noted above, this spell is the
the second tevel magic-user spell, audible glamer (q«v«).
Change Sell (Illusion/Phantasm)
Level: T
Range: 0
Duration: 2- 12 rounds + 2
rounds/Jevef
Area of Effect: The illusionist
Components: V f S
Casting Time: T segment
Saving Throw: None
Explanation/Description: This spell enables the Illusionist to alter the
appearance of his or her form — including cloihing and equipment — to
appear V shorter or taller; thin, fat, or in between; human, humanoid, or
any other generally man- shaped bipedal creature. The duration of the
spell is 2 to 12 (2d6) rounds base plus 2 additional rounds per Level of
experience of the spell caster.
Daftness (Alteration)
Level: \
Range; V '/level
Duraiion; 2-8 rounds. + 1
round /I eve I
Area of Effect: T5' radius globe
Components: V,S
Costing Timer I segment
Saving Throw: None
Explanation/Description: Except as noted above, ihis spell is the some as
the second level magk>user spell of darkness (q.v,).
Components: V,S,M
Casting Time: I segmenf
Saving Throw: None
Detect Illusion (Divination)
Level: J
Range: Touch
Duration: Grounds -f 2 rounds/
level
Area of Effect: Line of night I" wide,
VVlevellong
Explanation/Description: By means of this spell the illusionist is able to see
an illusion and know it for exactly that. Note that it can be used to enable
others to see illusions as unreal if the spell caster touches the creature with
both honds and the creature looks at the illusion while so touched. The
material component is a piece of yellow tinted crystal, glass, or mica.
Detect Invisibility (Divination}
Level: I
Range: V'/level
Duration: 5 round&/ievei
Area of Effect: I "path
Components: V,S,M
Costing Time: 1 segment
Saving Throw: None
Explanation/Description; Except as noted above, this spell is the same <
the second level magic-user spell, defect invisibility (q.v.).
Gaxe Reflection (Alteration)
Level: 7
Range: 0
Duration: I round
Area of Effect: Special
Components: V,S
Casting Time: 1 segmenf
Saving Throw: None
Ion: The gaze reflection spell
mirror-like
94
ILLUSIONIST SPELLS (1ST LEVEL}
ILLUSIONIST SPELLS (2ND LEVEL}
area of air before the illusionist Any gaze attack, such as their of a basilisk
or a medusa, will be reflected back upon the gazer If it looks upon the
spell caster.
Hypnotism (Enchanimenr/Charm)
Level; I
Range: 3"
Duration: 7 round + J round/Jevef
Area of Effect: One to six creatures
Camponenis; V,S
Costing Time; J segment
Soving Throw: Neg.
Explanation/Description: The gestures of the illusionist, along wilh his or
her droning incantation, cause from 1 io 6 creatures to become susceptible
to suggestion (see ihe ihird level magic-user suggestion spell). The
suggest/on musi be given after the hypnotism spell is cast, and until that
time the success of the spell is unknown. Note that the subsequent
suggest/on is not a spell, but simply a vocalized urging. Creatures which
moke their saving throw ore not under hypnolic influence.
Light (Alteration)
Level: J
Range: 6"
Duration: f turn/level
Area of Effect: 2" radius globe
Components: V,$,
Casting Time: ! segment
Saving Throw: None
Explanation/Description: This spell is the some as ihe first bevel magic-user
light spell (q.v,) (cf. first level cleric light spell,)
{Illusion/Phantasm)
level: ?
Range: 6" + iVievel
Duration: Special
Area of Effect: 4 square" +
square// eve I
1"
Components: V t S,M
Casting Time: I segment
Saving Throw: Spec ial
above, this spell is the same as
[force (q.v.),
Components: V,$M
Casting Time; I segment
Saving Throw: None
Explanation/Description: By casting this spell, the illusionist creates a wall
of misty vapors In whatever area within the spell range he or she desires.
The wall of fog obscures all sight, normal ond/or infra visual, beyond 2\
The area of effect is a cube of 2" per side per level of experience of the
spell coster. The misty vapors persist for 3 or more rounds unless blown
away by a sirong breeze (cf gusr of wind). The material component is a
pinch of spl El dried F
Explanation/Description: Except as
the third level magic-user spell, 1
Wall Off Fog {Alteration}
Level: 7
Range: 3"
Duration: 2-8 rounds + I
round/hvei
Second Level Spells:
(Illusion/Phantasm)
Level: 2
Range; 3"
Dura han: Special
Area of Effect: One creature
Components: V
Casting Time: 2 segments
Saving Throw: Neg.
Explo nation/ Description; The blindness spell causes the recipient creature
to become blind and able to see only a grayness before its eyes. Various
cure spells will not remove this effect and only a oVspe/ mogfc or the spell
caster can do away with the blindness if the creature fails its initial saving
throw versus the spell.
Blor ( 1 1 1 u si o n/Pho nta am )
Level; 2
Range: 0
Duration: 3 rounds + I round/ievei
Area of Effect: The illusionist
Components: V f S
Casting Time' 2 segments
Saving Throw: None
Ihe outline of his or her form to become blurred, shifting ond wovery. This
distortion causes all missile ond melee combat attacks to be made at -4 on
the first attempt and -2 an all successive attacks, it aiso allows a +1 on the
saving throw die roll for any direct magical attack.
(Illusion/Phantasm)
Level: 2
Range; o"
Duration: Special
Area of Effect: One creoture
Components: V,S,M
Casting Time: 2 segments
Saving Throw: Neg.
Explanation/Description: The deafness spell causes the recipient creature
to become totally deaf and unable to hear any sounds [cf. bJmdness). This
deafness can be done away with only by means of o dispel magic or by
the spell caster. The victim is allowed a saving throw. The material
component of the spell is beeswax.
Detect Meek (Divination)
Level: 2
Duration: 2 rounds/levef
Area of Effect: J " path, 6" long
Components; V,$
Costing Time: 2 segments
Saving Throw: None
EKplanotion/Descripiion: This spell is similar to the first level cleric and the
first level magic-user spell, detect magic fqq.v.).
Fog Cloud (Alteration)
Level; 2
Range: V
Duration: A rounds + I round/ievei
Area of Effect: 4" wide, 2" high, 2"
Components: V,$
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: The fog cloud Is a billowing mass of misty vapors
which Is of similar appearance to a doudkill (q.v. ), the fog being greenish.
The spell coster creates the fog cloud and it moves away from him or her at
a 1" per round rate. Although it behoves in most respects just as if it were a
chudkilt, the only effect of the fog is to obscure vision, just as a wafi of fog
does.
Hypnotic Pattern (Illusion/Phantasm)
Level: 2
Range: 0
Duration: Special
Area of Effect: 3" X 3" square orea
Components: $ t M
Casting Time: 2 segments
Soving Throw: Neg.
Explanation/Description: When this spell is casi the Illusionist creates a
weaving, turning pattern of subtle colors in the air. This hypnotic pattern
will cause any creature looking at it to become fascinated and stand
gazing at it as long as the spell cosier continues io maintain the shifting
interplay of glowing lines. Nate that the spell can captivate- a maximum of
24 levels, or hit dice, of creatures, l.e, 24 creatures with 1 hit die each, 12
with 2 hit dice, etc All creatures affected must be within the area of erf eel,
ond each is entitled lo a saving throw. The illusionist need not utter a
sound, but he or she must gesture appropriately while holding a glowing
stick of incense or a crystal rod filled wilh phosphorescent material.
Improved Phantasmal Force (Illusion/Phantasm)
Level: 2
Range: 6" + Wlevei
Duration: Spec /a/
Area of Effect: 4 square*
square/level
+ r
Components: V,5,M
Casting Time: 2 segments
Saving Throw; Special
Explanation/Description: When a blur spell is cost, the illusionist causes
Explanation/ Description: Except as noted above, and as detailed
hereafter, this spell is the same as the third level magic- user phantasmal
force spell (q.v.), The spell caster can maintain the illusion with minimal
concentration, i.e. he or she can move at half normal speed (but not cast
other spells). Some minor sounds are Included In ihe effects of ihe spell,
but not understandable speech. Also, by concentration on the foTm of the
phantasm, the fmproved phantasmal force will continue for 2 rounds after
the illusionisi ceases to concentrate upon the spelL
ILLUSIONIST SPELLS (2ND LEVEL)
ILLUSIONIST SPELLS (3RD LEVEL)
Irwlitblltty (Illusion/Phantosm)
Level: 2
Range: Touch
Ou ration: Speooi
Area of Effect Creature touched
Components: V,S
Costing Time: 2 segments
Saving Throw: None
Ex pla notion /Description; Except as noted above, this spell is the same as
ihe second level magic-user spell, invisibility (q.v,).
Magic Mouth (Alteration)
Level: 2
Ronge: Spec fa/
Duration: Special
Area of Effect: One object
Components: V<S,M
Casting Time: 2 segments
Saving Throw; None
Explanation/Description: This spell is the same as Ihe second level magic-
user magic mourn spell (q.v.).
Mirror Image ( Ihusion/Phontosm)
Level: 2 Components: V # S
Range; 0 Casting Time: 2 segments
Duration: 3 rounds/lev*! Saving Throw: None
Area of Effect: 6' radius of spell coster
Explanation/DoscHpilon: Except as noted above, and except far the fact
that there are 2-5 (d4 + 1 ) mirror images created, this spell is the s
the second level mogk-user spell, mirror image (q.v.).
Misdirection (Illusion/Phantasm)
Level: 2
Range; 3"
Duration: T round/level
Area of Effect: Special
Components: V,S
Casting Time: 2 segments
Saving Throw: Neg
Explanation/Description: By means of this spell the illusionist misdirects
the Information from a detection-type spell, i.e. detect charm, detect evil,
detect invisJbi/rry, detect lie, detect magic, and detect snares & pits. While
the detection spell functions, the information it reveals will indicate the
wrong area, creature, or the opposite of the truth with respect to detect
evil ordetecr lie. The illusionisr directs the spell effect upon the creoiure or
Item which is the object of the detection spell If the caster of the
detect ion- type spell foils his or her saving throw, the misdirection lakes
place.
Ventriloquism (HI usion/Phontasm )
Level: 2
Ronge: 7 "/level Maximum 9"
Duroilon: 4 rounds + I round/level
Area of Effect: One object
Components: V,M
Costing Time: 2 segments
Saving Throw: None
Explanation/Description: Except os noted above, this spell is the same os
the first leveJ magic-user spell, venfr/Joqursm (q,v.).
Third level Spelli:
Continual Dark nest (Alteration)
Level: 3
Range; 6"
Duration: Permanent
Area of Effect: 3" radius globe
Components: V,hA
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: When this spell is cast, □ globe of impenetrable
darkness is created. The effects of this darkness, as well as the material
component of ihe spell, are the same os the second level magic-user spell,
darkness, 15' radius (cf. continual Jighf ).
Continual Light (Alteration)
Level: 3
Ronge: 6"
Duration: Permanent
Area of Effect: 6" radius globe
Components: V,S
Casting Time: Ssegmenrs
Saving Throw: None
Explanation/Description: This spell is the same as the second level cleric
conrmuoi fight spell ( q.v. ), except as noted above.
(Afa juration )
Level: 3
Range: }' '/level
Duration: Permanent
Area of Effect: Special
Components: V,S
Casting Time: 3 segments
Soving Throw: None
Explanation/Description: By means of this spell, the spell caster can dispel
any phantasmal force — with or without audible glamer — cast by a non-
illusionisi; and the spell has the same chance of dispelling any
illusion/phantasm spells of another illusionist asa dispel magic spell (q.v.)
does, i.e. 50% base chonce adjusted by 2% downward, or SYo upward, for
each level of experience lesser/greater of the illusionist casting the dispeJ
illusion compared io the illusionist casting the spell to be dispelled,
Fear (Illusion/Phantasm)
Level; 3
Range: 0
Duration: Special
Areo of Effect: 6" long cone t 3"
diameter at end r Wat base
Components: V t S
Costing Time: 3 segments
Saving Throw: Neg.
Explanation/Description: Except as noted above, this spell is (he same as
the fourth level magic-user spell, fear (q.v.),
Hallucinatory Terrain (Illusion/ Phantasm)
Components: V,S,M
Casting Time: 5 rounds
Saving Throw: None
, rion; Except as noted obove. this spell is the some as
ihe fourth level magic-user ho/Jucinafory terrain spell (q.v,).
Level: 3
Range: 2" + 2"/7eve/
Duration: Special
Area of Effect: 4" X 4" square area
+ J"X 1" square area/level
1 1 lu sionary Script (Illusion/Phantasm)
Level: 3
Range: Special
Duration: Permanent
Area of Effect: Creature reading the
script
Components: V,S,M
Costing Time: Specie/
Saving Throw: None
Explanation/Description: This spell enables the illusionist to write
instructions or other informarlon on parchment, paper, skin, etc. The
i/fusronary script appears to be some form of foreign or magical writing.
Only the person {or class of persons or whatever) whom the Hluslonlsi
desires to read the writing will be able to do so, although another
illusionist will recognize it for illusianary script. Others aitempiing to read
it will become confused as from o confusion spell (q.v.) for 5 to 20 turns,
minus 1 turn for each level of experience he or she has attained. The
material component of the spell is a lead-based Ink which requires special
manufacture by an alchemist.
Invisibility, 10" Radius (Illusion/Phantasm)
Level: 3
Range: Touch
Duration: Special
Area of Effect: 10' radios of creature
touched
Components: V f $
Costing Time: 3 segments
Soving Throw: None
Expianation/Description: Except os nosed above, this spell is the same os
the third level magic-user spell, Invisibility, 10' radius (q.v.). See also the
second level magic-user spell, mvisibi/jfy.
Non-detection (Abjuration)
Level: 3
Ronge: 0
Duration: J turn/level
Areo of Effect: 5' radius of spelt caster
Components: V,S,M
Costing Time: 3 segments
Saving Throw: None
96
ILLUSIONIST SPELLS (3RD LEVEL}
ILLUSIONIST SPELLS (4TM LEVEL)
Explanation/Description: By costing rh is spoil, the illusionist makes himself
or herself invisible to divination spells such as cJoiruudrence, clairvoyance,
"detects 0 , and ESP. It also prevents location by such magic items as crystal
balls and ESP medallions. The maieriol component of the spell is o pinch of
diamond dust.
n (lllus ion/Phantasm)
Level: 3
Range: J'V/eveJ
Duration: Special
Area of Effect : 2" X T
Components: V,S
Costing Time: 3 segments
Saving Throw: Neg.
Explanation/Description: The paro/yzation spell enables the spell caster to
create illusionory muscle slowdown in creatures whose combined hit dice
do not exceed twice the totol level of experience of the illusionist. If the
recipient creatures fail their saving throws, they become paralyzed, and a
dispef fusion or dispel magic spell must be used to remove the effect, or
the illusionist may dispel it at any time he or she desires.
Rope Trick (Alteration)
Level; 3
Range: Touch
Duration: 2 turns/level
Area of Effect; Special
Components; V,S f M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: This spell is the same as the second level moglc-
user spell, rope trick (q.v.).
(Illusion/Phantasm)
Level: 3
Range: o" + 1'Vlevel
Duration: Special
Areo of Effect: 4 square" + j
square/ieveJ
Components: v\S,M
Casting Time: 3 segments
Saving Throw: special
Explanation/Description: The spectral force spell creates on Illusion In
which sound, smell and thermal illusions are included. It is otherwise
similar to the second level improved phantasmal force spell (q.v,). The
spell will last for 3 rounds after concentration.
Level: 3
Range: 3"
Duration: 4 turns + 4 tums/fevef
Area of Effecf: One creature
Components: V f M
Costing Time: 3 segments
Saving Throw: Neg.
Explanation/Description: Except as noted above, this spell is the same as
the third level magic-user spell, suggestion (q.v,).
Fourth Level Spells;
Confusion (Enchantment /Charm)
Level: 4
Range: 8'
Duration: f round/ieveJ
Area of Effect: Up to 4" X 4"
Components: V,S,M
Casting Time: 4 segments
Saving Throw: Special
Explanation/Description: Except as noted above, this spell is the same as
the fourth level magic-user confusion spell (q.v.). See also the seventh
level druid confusion spell.
Level: 4
Range; Touch
Duration; 3 tums/leveJ
Area of Effect: I to 4 persons
Components: V,S
Casting Time: 4 segments
Saving Throw: None
Explanation 'Description: By means of this spell, the illusionist is able to
restore 50% of lost hit points to all persons {humans, demi-humans and
humanoids) he or she touches during the round it is cast, subject to a
maximum of four persons. The spell gives the illusion to the person
touched that he or she is fresh and well Stamina is renewed, but when the
spell duration expires, the recipiem drops back io their actual hit point
strength. The spoil will allow recipients to move at double speed for 1
round every turn [cf. haste spell).
Emotion (Enchantment/Charm)
Level: 4
Range: 1'7/eveJ
Duration: Special
Area of Effect: 4" X 4'
Components: V,S
Casting Time: 4 segments
Saving Throw; Neg.
Explanation/Description: When this spell is cast, the illusionist can project
his or her choice of 1 of the following 4 emotions:
1 . Fear: This is the same os the spell of (he same name, but as
it is not illusionary, the saving throw Is made at -2. It
counters/is countered by roge.
2. Hafe: The effect of hate is to roise morale, saving throw
dice, "to hit" dice, and damage done by +2. It
counters/ is countered by hopelessness.
3. Hopelessness; This has the same effect as the hopeiessness symbol
Ir counters/is countered by hate.
4. Rage: The roge emotion causes the recipient to become
berserk, attack at o + 1 on the "to hit" dice r do +3 hit
points of damage j and gives o temporary +5 hit
poinis to the enraged creature. The recipient wilt fight
without shield, and regardless of life as welt. It
counters/is countered by fear.
The spell lasts os long as the illusionist continues to concentrate on
projecting the chosen emotion.
Improved Invlilbllrty (Illusion/Phantasm)
Level: 4 Components: V,S
Ronge; Touch Casting Time: 4 segments
Duration: 4 rounds + J round/level Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: This spell Is similar to invisibility, but the
recipiem is able to attack,, either by missile discharge, melee combot, or
spell casting and remain unseen. Note, however, thot there are sometimes
telltale traces, a shimmering, so that an observant opponent can atiack the
invisible spell recipient. Such attacks are at -4 on the "to hit" dice, and oil
saving throws are mode at +4.
(illusion/Phantasm)
Level; 4
Range: W level
Duration: Specia/
Area of Effect; V X
7" square/I eve/
Components: V.S
Casting Time: 4 segments
Saving Throw: None
Explanation/Description: Except os noted above, this speil is the same as
the fourth level magic-user spell, massmorph (q,v.).
97
ILLUSIONIST SPELLS (4TM LEVEL}
ILLUSIONIST SPELLS (5TH LEVEL)
Minor Creation (Alteration)
Level: 4
Range: Touch
Duration; 6 turns/level
Area of Effect: Speoa/
Components: V,S t M
Casting Time: t rum
Saving Throw: None
Explanation/Description: This spell enables the illusionist to create an item
of non-living, vegetable nature, i.e. soft goods, rope, wood, etc. The item
created cannot exceed 1 cubic foot per level of the spell caster in volume
(Ci ADVANCED DUNGEONS & DRAGONS, MOMSTER MANUAL D/inni j
Note ihe limits of the spell's duration. The spell caster must have at least a
liny piece of matter of the same type of item he or she plans to create by
means of the minor creanon spell, i.e. a bit of twisted hemp to create rope,
a splinter of wood to create a door, and so forth,
Phonteimal Killer (Illusion/Phantasm)
level: 4
Range: ?4"//eve*
Duration: I round/feveJ
Area of Effect: One creature
Components: V,S
Casting Time: 4 segments
Saving Throw: Special
Explanai son/Description: When this spell is cast, the illusionist creates the
illusion of ihe most fearsome thing imagined, simply by forming the fears
of the subject creature's subconscious mind into something which its
conscious mind can visualize — the most horrible beast. Only the spell
caster and the spell recipieni con see the phamasmaf killer, but if it
succeeds in scoring a hit, rhe victim dies (from fright). The beast attacks as
a 4 hit dice monster with respect to its victim. It is invulnerable to all
attacks, and it con pais through any barriers, for it exists only In the
beholder's mind. The only defense against a phantasmal killer is an
atiempt lo disbelieve, which con be tried but once, or slaying or rendering
unconscious the illusionist who cast the spell. Mote thai the saving throw
against this spell is not standard. The subject must roll three six-sided dice
(3d6) ond score a sum equal to or less than its intelligence ability score in
order to disbelieve the apparition. The dice score is modified as follows:
Complete surprise
Surprise
Subject previously attacked by this
spell
Subject is an illusionist
Subject is wearing a helm of
telepathy
+2
+ 1
-1 per previous attack
-2
-3 plus the ability la turn the
phantasmal killer upon its creator if
disbelieved
*Note thai magic resistance and wisdom factors also apply, magic
resistance being checked first lo determine spell operation (or -1 to -5 on
dice if spell resistance is as thai of a dwarf, gnome, etc.), and then wisdom
bonus applies as a minus to the dice roll to match or score less than
intelligence.
If the subject of the attack by a phantasmal killer succeeds in disbelieving
and is wearing a helm of re/eparhy, Ihe beost con be lurned upon the
illusionist, and then he or she musi disbelieve it or be sub|eci lo its attack
and possible effects.
((Illusion/Phantasm)
Level; 4
Range: 3"
Duration: I round/level
Area of Effect: 2" X 2"
Components: V,S
Costing lime: 4 segments
Saving Throw: Special
Explanation/Description: The shadow monsters spell enables the illusionist
to create semi-real phantasms of one or more monsters. The total hit dice
of the shadow monster or monsters ihus created cannot exceed the level of
experience of the illusionist; thus a 10th level illusionist can create one
creature which has 10 hit dice {in normal circumstances}, iwo which hove
5 hit dice (normally), etc. All shadow monsters created by one spell must
be of ihe same sort, i.e. hobgoblins, arcs, spectres, etc. They have 20% of
the hit points they would normally have. To determine Ihis, roll the
appropriate hit dtee and multiply by .20, any scare less than A is dropped
— in the case of monsiers with one (or fewer) hit dice, this indicates the
monster was not successfully created — and scores of .4 or greater are
rounded up to one hit point. If the creature or crea lures viewing the
shadow monsters foil their saving throw and believe Ihe illusion, the
shadow monsters perform as normal wilh respeci to armor class and attack
forms. If the viewer or viewers moke their saving throws, the shadow
monsters are armor class 10 and do only 20% of normal melee damage
(biting, clawing, weapon, etc.), dropping fraciionol damage less than .4 as
done with nil points. Example: A shadow monster drogonne attacks a
person knowing it is only quasi-real, The monster strikes with 2 claw
attacks and 1 bile, hitting as a 9 die monster. All 3 attacks htl, and the
normal damage dice are rolled: d8 scored 5, d8 scores 8, 3d6 scores 1 1 and
each fatal is mulliplied by ,2 (.2 X 5 = 1 , .2 X 8 = 1 .6 = 2, .2 X 1 1 = 2,2
= 2) and 5 hit paints of real damage are scored upon the victim.
Fifth Level Spell s:
Choot (Enchantment/Charm)
Level: 5
Range: W'/level
Duration: t round/level
Area of Effect: up to 4" X 4"
Components: V,S,M
Casting Time: 5 segments
Saving Throw: Special
Explanaiion/Description: This spell is similar to the sevenih level druid
confusion spell (q.v,), but all creaiures in the area of effecl are confused
for the duration of the spell. Only fighters other than paladins or rangers
and illusionists are able lo combat the spell effects and are thus allowed a
saving throw. Similarly, monsiers which do not employ magic and have
intelligences of 4 (semNntelllgent) or less are entitled to soving throws.
The material component for this spell is a small disc of bronze and a small
rod of iron.
D em f- Shadow Man iters (Illusion/Phantasm)
Level: 5
Range: 3"
Duration: I round/level
Area of Effect; 2" X 2"
Components: V,S
Casting Time: 5 segments
Saving Throw: Special
Explanation/Description: This spell Is similar to the fourth level spell,
shadow monsters, except that ihe monsters created are of 40% hit paints.
Damage potential is 40% of normal, and they are armor class 8.
Mo|or Creation (Alteration}
Level: 5
Range: I"
Duration: 6 rurns/feveJ
Area at ctreci. opeoaj
Components: V t $,M
Casting Time: 7 rurn
Saving Throw: None
Explanation/Description: This spell is comparable lo a minor creafron speli
(q.v.) excepl that it allows the Illusionist to create mineral objects. If
vegetable objects are created, they have a duration of 12 turns per level of
experience of the spell coster.
Mate (Conjuration/Summoning)
Level: 5
Range: V% /level
Duration: Special
Area of '
Components: V f S
Casting Time: 5 segments
Saving Throw: None
Explanation/Description: This spell, excepl as noted above, is the
the eighth level magic-user maze spell (q.v ).
ILLUSIONIST SPELLS {5TH LEVEL)
ILLUSIONIST SPELLS (6TH LEVEL}
Projected Image (Alteration, Illusion/Phantasm)
Level: 5
Range: ft'Vlcvel
Area of Effect: Special
Components: V,S,M
Casting Time: 5 segmenrs
Saving Throw: None
Explanation/Description; Except as shown above, this spell is the some as
the sixth level magic-user spell pro/ect image (q.v.).
(Illusion/Phantasm)
Components: S
Costing Time: 2 segments
having in row. rvone
Level: 5
Range: ?"
Duration: 1 round/level
Area of Effect: Special
Explanation/Description: By means of this spell, the illusionist creaies the
illusion of a door. The illusion also permits the illusionist to appear to step
through this "door" and disappear when in reality he or she has darted
aside, and can then flee totally invisible for the spell duration- Creatures
viewing this are deluded into seeing/entering an empty 10' X 10' room if
they open the "door". Only o frue seeing spell, a gem of seerng, or similar
magical means will discover the illusionist.
Shadow Magic (Jllusion/Phantasm)
Level: 5
Range: 5" + I'Vlevel
Duration; Special
Areo of Effect: Special
Components: V,S
Casting Time: 5 segments
Saving Throw: Spectat
Explanation/Description: The shadow magic spell allows the illusionist to
cast a quasi-real magic-user spelL This spell con be mogfc missile, fireball,
lightning boll or cone of co^d and will have normal effects upon creatures
in the area of effect if they fail la make their saving throws. If saving
throws are made, the shadow magic spell will inflict but 1 hit point of
damage per level of experience of the illusionist casting it, regardless of
which quasi -real spell was cast.
i (Conjuroiion/Summoning)
Level: 5
Range:
Duration: I round + I round//evef
Area of Effect: V X J"
Components: V r S f AA
Casting Time: 5 segments
Saving Throw; None
Explanation/Description: When this spell Is cast, the illusionist conjures up
} shadow (see ADVANCED DUNGEONS ft DRAGONS, MONSTER
MANUAL) for every three levels of experience he or she has attained.
These monsters are under the control of the spell easier and will attack his
or her enemies on command. The shadows will rernoin until slain or turned
or the spell duration expires. The material component far this spell is a bit
of smoky quartz,
Sixth Level Spells:
Conjure Animals (Conjuration/Summoning)
Level: ©
Range: 3"
Duration: I round// eve)
Area of Effect: Special
Components: V,S
Costing Time: 6 segments
Saving Throw: None
Explanation/Description: Except as shown above, this spell is the same <
the sixth level cleric spell, conjure onfmo/s (q.v.).
Demi-Shadow Magic ( Illusion/Phantasm )
Components: V,S
Casting Time: 6 segmenfs
Saving Throw: Spec i al
Level: 6
Range: 6" + 1 "/level
Duration: Spec/of
Area of Effect: Special
Explanaiion/Descriplion: This spell is similar to the fifth level shadow
magic spell (q.v), bui in addition to the quasi-real spells listed thereunder
it enables the illusionist to cast a quasi-real wall of fire, wall of ice. or
daudkili If recognized as demf-shodow magic (the victim makes its saving
throw), the magic missile, fireball e* al. da 2 hit points of damage per
level of experience of the spell cosier, the wall spells cause 1-4 hit points
of damage per level, ond the cloudkill will slay only creatures with fewer
than 2 hit dice.
(Enchantment/Charm)
Level: 6
Range: 3'*
Duration: 4 tijms + 4 rurns/fevef
Area of Effect: One creature/level
Components: V,M
Casting Time: 6 segmenrs
Saving Throw: Neg.
Explanation/Description; This spell is the same as the third level
suggestion spell, except lhai the illusionist is able to cast the spell upon
more than one subject, provided the prospective recipients of the
suggestion are within the 3" range. One creature per level of experience
the spell caster has attained can be affected. If only one creature is the
subject, its saving throw is at ~2, The suggestion must be the same far all
hearing it.
(Illusion/Phantasm)
Components: V t S t M
Casting Time: 6 segments
Saving Throw: Special
Level: 6
Range: I'Vlevel
Duration; Permanent
Area of Effect: 4 square" + I
square//eve/
Explanation/Description: This spell creates a lasting spectral force (q.v.J
which requires no concentration. It is subject to dfspei maglc t of course.
Programmed Illusion (Illusion/Phantasm)
level: 6
Range: I'Vlevel
Duration: Special
Area of Effect: 4 square'
square//evef
+ J
Components: V r S,M
Casting Time: 6 segmenrs
Saving Throw: Spec to J
Explanation/Description: By means of this spell, the Illusionist sets up a
spectral forces spell (q.v.) which will activate upon command or when o
specified condition occurs [cf. magic mouth). The illusion will last for a
maximum of 1 round per level of the spell <
(Illusion/Phantasm)
Level: 6
Range: 3"
Duration: I round/level
Areo of Effect: 2" X 2"
Components: V,5
Casting Time: 6 segments
Saving Throw: Special
Explanation/Description: This spell is related lo shadow monsters and
demi-shadow monsfers (qq.v,), but the monsters created ore of 60% hit
points and damage potential ond ore of armor class 6.
True Sight (Divination)
Level: 6
Range: Touch
Duration: I round/fevel
Area of Effect: 6" fight range
Components: V,$
Casting Time: I round
Saving Throw: None
Explanation/Description: This spell is very like the fiflh level cleric spell,
frue seeing (q.v.). However, while the true sight spell allows the illusionist
to see its actual or former form, it does not allow determination of
alignment.
Components: V,S
Casting Time: 3 segmenrs
Saving Throw: None
Veil (Illusion/Phantasm)
Level: 6
Range: 1 "/level
Duration: 1 torn/level
Area of Effect: 2" X 2'VJeve/
Explanation/Description: The veil spell enables the illusionist to instantly
change the appearance of his or her surroundings and/or party or create
haiJucinafory terrain (q.v.) so as to fool even the most clever creatures
unless they have true seeing/sight, a gem of seeing, or similar magical
aid. The veil can moke a sumptuous room seem a filthy den and even
99
ILLUSIONIST SPELLS (7TH LEVEL)
SPELL CASTING
touch will conform to the visual illusion. If hallucinatory terrain is created,
touch will not cause h to vanish.
I aval Cw 1 1 *■
Alter Reality ( II I usi on/Phantasm, Conjuration/Summoning )
Level; 7
Range: Unlimited
Duration: Special
Area of Effect: Special
Components: Special
Casting Time; Special
So ving Throw: Special
Explanation/Description: The alter reality spell is similar 10 the seventh
level mogic-user limited wish spell (q<v,), In order to effect Ihe magic fully,
the Illusionist must depict the enactment of ihe alteration of reality through
the costing of o phantasmal force, as well as verbalization In o limited
form, before the spell goes into action.
A»tral Spell (Alleralion)
Level: 7
Range: Touch
Durotion: Special
Area of Effect: Special
Components: V,S
Casting Time: 3 Turns
Saving Throw: None
Explanation/Description: This spell is the same as the seventh level cleric
spell, astral spelt (q.v.).
PrUmatlc Spray (Abjuration, Conjuration/Summoning)
Level: 7
Range; 0
Duration: instantaneous
Area of Effect: 7 'Jong plane, \ W
wide ar end, W wide at base
Components: V,S
Casting Time: 7segmenfs
Saving Throw: Special
Explanation/Description: When this spell is cost, the Illusionist causes 7
rays of the prismatrc sphere spell (q.v.) to spring from his or her hand. Any
creature in the area of effect will be touched by 1 or more of the rays. To
determine which ray strikes the concerned creature, roll an eight-sided
die:
1 = red
2 = orange
3 = yellow
4 = green
5 - blue
6 = indigo
7 = violet
8 = struck by 2 rays, roll again
twice ignoring any 8's
Saving throws apply only with respect to those prismatic color rays which
coll for such.
Wall (Abjuration, Conjuration/Summoning)
Components: V,S
Casting Time: / Segments
Saving Throw: Special
Level: 7
Range: 1 "
Duration: I turn/level
Area of Effect; Special
Explanation/Description: The pn'smaric wall spell issimilor to theprrsmarpc
sphere spell (q.v.). It differs only in that ihe spelt creates a wall, or curtain,
of scintillating colors. The wall is of maximum proportions of 4' wide per
level of experience of the spell caster and 2* high per level of experience-
Vision (Divination)
Level: 7
Range: 0
Duration: Special
Area of Effect: The Illusionist
Components: V,S,M
Casting Time: 7 segments
Saving Throw: None
Explanation/Description: At such lime as the illusionisi wishes to gain
supernatural guidance, he or she casts a vision spell, calling upon
whotever power he or she desires oid from, and asking the question for
which a vision is to be given to answer. Two six-sided dice are rolled. If
they total 2 io 6, the power is annoyed ond will cause the illusionist, by
ultra-powerful geos or quest, to do same service, and no question will be
answered, If the dice total 7 to 9. ihe power is indifferent, and some minor
vision, possibly unrelated to the question, will be given. A score of 10 or
betier indicates the vision is granted. Note that the material component of
the spell is the sacrifice of someihing valued by the spell caster ond/or hy
ihe power supplicated. The more precious the sacrifice, the better the
chance of spell success, for o very precious item will give a bonus of + 1
on the dice, one thot is extremely precious will add + 2, and a
priceless/nonesuch will add +3.
£ I . I ( MJi 1 ( _ _ _ £ — — I 1 J
rlrST LOVvi lYiQgiC'UlBr 4pwIJt
Level: 7
Range: •
Duration: *
Area of Effect: *
Components: 1
Casting Time: 1
Saving Throw:
*As appropriate to the spell in question
Explonoiion/Descriplion: The illusionist gains four of the following first
level magic^user spells at ihe 14th level of experience and an additional
one as each additional level of experience is gained. The spelts are:
Affect Normal Fifes
Burning Hands
Charm Person
Comprehend Languages
Enlarge
Erase
Feather Foil
Friends
Hold Portal
Magic Missile
Mending
Nystul's Magic Aura
Protect/on from Evil
Read Mag rc
Shield
Shocking Grasp
Tenser's Roofing Disc
Unseen Servant
The illusionist may learn any spell or spells from the preceding list. He or
she must seek the spells m the same manner as a magic-user. If the
il lusioms* chooses to take this "spell', he or she actually lakes four or more
first level mogic-user spells as a seventh level spell.
SPELL CASTING
The costing of spells during the course of an adventure will be discussed at
length hereafter in the section of this book which deals with all aspects of
an expedition into underground or outdoors settings.
Each character able to cast spells can remember only a certain number at
any given level. (This number can be modified by magical means.) Once o
spell is casi, mot particular spell is wiped from Ihe mind, forgotten, but
another spell of the same type can still be remembered, i.e. the spell
caster can have several of ihe same spell memorized and prepared for,
within the number li mits for his or her particular class and level.
Most spells can be cast during the course of a single melee round,
although some — particularly high level ones — require more time.
Casting a spell requires certain actions, and if these are interrupted, the
spell cannoi be casi and il is losi from memory, A good example of this is a
magic- user about to cast a firebox spell being struck by an arrow when In
the midst of the spell. Magical silence or physical gagging will prevent
verbal (V) spell completran. Magical immobility prevents ony spell
casting. Physical restrain^ including grappling, grasping, binding, etc.
prevents proper somatic (S) spell completion, for gestures must be exact
and movements free ond as prescribed. Despite these restrictions, there is
no doubt that spells in general ore potent offensive and defensive
weapons, providing the coster does not hesitate, i.e. he or she must know
which spell Is being cast when the melee round begins.
As each spell is cast, il is crossed off the character's list of spells memorized
for that particular expedition. The same is irue for any material
components which are required for the spell cast; the components) musl
be ready ond Ihen crossed off as expended.
Scroll Spells: Use of scroti spells is similar to the casting of normal
(memorized) spells. They too disappear when read off the scroll, for their
magical properties and energies are bound up in the characters, runes,
signs, sigils, and words written for the particular spell. Being written, the
scroll spell requires no somatic at material components. The time required
to cast (read) a scroll spell is exactly that shown for ihe memorized spell.
Of course, this assumes the scroll is in hand ond ready to reod. In general,
scroll spells will be 12th level as regards range and duration and area of
effect. Notable variations occur in projectile attack spells (magic missile,
SPELL CASTING
ENCUMBRANCE
fireball, lightning bolt) which have variable strength. Other Information
regarding scrolf spalls will be given by your Dungeon Moster os the need
THE ADVENTURE
When you go on on adventure* you, and in all probability one or more
other characters, will go to explore some underground labyrinth or oreo of
land outdoors. Your Dungeon Master will have carefully prepared o mop
of the place you and your party are to enter, a map showing all
outstanding features of ihe place, with numbers and/or letters to key
encounter/speciaf mteresf areas. Your DM will give you certain
information prior to the adventure — you might have to osk questions of
the local populace, or you mighi have heard rumors or know of legends —
so your party can properly equip itself for the expedition, hire men-at-
arms, and obtain mounts or whotever in order 10 have the best possible
chance for success in dungeon or wi/derness setting. Of course, going
about a city or town might in itself be interesting, informative, and
dangerous, so a third son of odveniure can occur at any time, the.crty or
town adventure. These three major types of adventures have elements in
and the standard map-making equipment. Travel will be at a slow rate in
unknown areas, for your party wifJ be exploring,, looking for foes fo
overcame, and searching for new finds of lost temples, dungeons, and the
like. If the expedition continues for several days, there will be a need to
hum for game to provide food, unless some inhabited area is found — a
thorp, hamlet, village, or town — in which case your party will then be
able to have another short adventure.
Town Adventures: Cities, towns, and sometimes even large villages
provide the setting for highly Interesting, informative, and often hazardous
affairs and incidents. Even becoming an active character In a campaign
typically requires interaction wilh Ihe populace of the habitation, locating
quarters, buying supplies and equipment, seeking information. These
same activities in a completely strange town require forethought and skill.
Care must be taken in oil one soys and does. Questions about rank,
profession, god and alignment are perilous, and use of an alignment
tongue is socially repulsive In most places. There are usually beggars,
bandits, and drunks to be dealt with; greedy and grasping merchants and
informants to do business with; inquiring officials or suspicious guards to
be answered. The taverns house many potential helpful or useful
common and differences; so each will be described separately The
various elements of all sorts of adventures are given thereafter. Your
campaign referee has detailed information. Including charts, tables, and
matrices, so he or she will be completely equipped for conducting any sort
of adventure.
Dungeon Expeditions: Adventures Into the underworld mazes are the
most popular. The party equips itself and then sets off 10 enter and explore
the dungeons of some castle, temple or whatever. Light sources, poles for
probing, rope, spikes, and like equipment are the main tools for such
activity. And, since none of ihe porty will know the dungeon's iwtsts and
turns, one or more of the adventurers wilt have 10 keep a record, a map, of
where the party has been. Thus you will be able to find your way oui and
return for yet more adventuring. As your party is exploring and mapping,
movement will be slow, and it is wise to have both front and rear guards.
In the dungeon will be chambers and rooms — some inhobiied, some
empty; there will be traps to catch those unaware, tricks to fool the unwise,
monsters lurking to devour the unwary. The rewards, however, are great
— gold, gems, and magic items. Obtaining these will moke you better
able to prepare for further expeditions, more adept in your chosen
profession, more powerful in all respects. All thai is necessary is to find
your way in and out, to meet and defeat the guardians of the treasures, to
carry oui the wealth...
Outdoor Exploration: Adventuring into unknown lands or howling
wilderness is extremely perilous at best, for large bands of men, and
worse, might roam the area; there are dens of monsters, and trackless
wastes to contend with. Protracted expeditions ore. therefore, normolly
undertaken by higher level characters. Forays of limiled duration are
possible even for characters new to adventuring, and your DM might
suggest thai your party do some local expi oral ion — perhaps to find some
ruins which ore the site of o dungeon or to find a friendly clan of dwarves,
etc. Mounts are necessary, of course, as well as supplies, missile weapons,
characters, but they also contain clever and dangerous adversaries. Then
there are the unlit streets and alleys of the city ofter dork . . . And what
lies in wait in the deserted ruins of some lost ancient city? Meal and drink
for the doughty ADVANCED DADerf
Preparation for one of these adventures is highly important, and one can
lead directly into another sort altogether. Here are ihe basic considerations
you will need lo know to prepare your character for success.
Whatever you select to corry will hove both weight and volume (or bulk).
Equipment for adventuring is necessary, but too much is deadly. In order lo
be able to move with reasonable rapidity and freedom, the number of
items carried and apparel worn must suil encumbrance restrictions.
(Remember that the volume of something can be as critical as its weight,
i.e. 20 pounds of feathers in a sack are cumbersome.) To be useful, items
generally must be readily accessible, so this consideration must also be
borne in mind. Lastly, as the main purpose of adventuring Is to bring bock
treasure, provision for carrying out a considerable amount of material
must also be made. The table below gives you a guideline respecting
weight and bulk carried and how movement is affected:
Encumbrance
normal gear — aboui
350 and no great
bulk
heavy gear — armor
and/or equipment of
about 70# or fairly bulky
Movement
12" — subject can
run quickly
ry* — subject can
make a lumbering run
Reaction and Initiative
normal or better
normal, no bonuses
101
ENCUMBRANCE
SURPRISE
very heavy gear — 6" — subject con If ot
armor and/or equipment f 0 r short distances
of 105* and bulky
(such as plote armor)
encumbered ■ — ormor
and/or equipment
over 1050 weigh!
and/or (very) bulky
3" , 0 4" — no
trotting possible
Strength penalises or bonuses will modify these guidelines. Weight is
usually stated in gold pieces, tOgoid pieces equalling t# (pound). Volume
can only be calculated from known comparisons, os the size and shape of
objects varies from individual to individual, i.e. how big is a tapesiry?
MOVEMENT — TIME AND DISTANCE FACTORS
Movement rale is always shown by a numeral followed by the sign for
inches thus, 9". The number of inches moved is scaled to circumstances
and lime by modifying either the distance represented or rhe lime period
or bolh.
Movement in the Dungeon: The mavemeni distance in the dungeon is I "
to 10' over a turn of 10 minutes duration while exploration and mapping
are in progress. If the party is following o known route or map, the
movement rate is 5 times greater, so each move takes 1/5 of a turn (2
rounds). If the party is fleeing, all movement — excluding encumbered
movement, is 10 times faster, so eoch move takes only 1 /1 0 of a turn, or 1
round. This some movement rate applies to combat situations, so by
converting each 1" movement rate to I0\ and then laking l/)0 of the
round (using segments), the distance a character or monster can travel
during the course of combat is easily found:
Distance Traveled In Oris
6"
9"
12"
15"
IB"
Round (1 minute)
60'
90'
120'
150'
mat
*C j-i m ant { f+ lA^Anni^
6'
12'
15'
IB'
If moving but 12' in 6 seconds seems slow, consider the conditions —
whether prolonged physical exertion or the threat of hostile counter to the
movement.
Movement Outdoors: The major difference in outdoor movement is
distance and time. Each 1" equals the number of miles a character or
creature can travel in one-half day's trekking. Terrain will vary the
movement rate. When on encounter occurs, the movement rote is handled
in the same manner os combat movement in the dungeon.
Movement In Cities: When your party is in an inhabited area, movement
turns are at the same rote as when combat in the dungeon takes place, i.e.
6" = 60' and each move is 1 minute long. This assumes that no mop is
being mode. Mapping takes 10 times as long, so movement when
mapping is the same as in a dungeon.
Note: No mapping is possible when a party is moving at fast speed such as
when pursued or pursuing. Light musl be available lo make or read o map;
infra vision is not suitable in such circumstances, Marks, dropped objects, or
a trolling string or line are typically useless devices in dungeons, as they
will be obi iterated, moved, or destroyed by passing creatures.
LIGHT
Infravision, the ability to see radiation in the infra-red spectrum, is an
ability possessed by most of the creatures dwelling below ground ond
nocturnal animals. Some characters have this ability due to race or by
magical means. However, os many characters can only see in light which
is normal to the human visual spectrum, and mapping requires light also,
some form of fight generating device is necessary for activities in
dungeons or at night. The table below gives the properties of the usual
light sources:
Light !
Torch
Lantern
Bullseye Lanthorn
Magic Dogger
Magic Short Sword
Magic Long Sword
40'
30'
80'"
IF
15'
20"
6 turns (1 hour)
24 turns'
24 turns*
infinite
infinite
infinite
•Illumination is from burning 1 pot (pint) of fine oil
"Illumination is V wide only ond can be masked by shutter.
INFRA VISION
As previously meniioned, infravision is the ability to see into the Infrared
spectrum. Thus heat radiation becomes visible ond differences In
temperature allow infrared sight. Warm things are bright, cool things grey,
very cold things are black Most infravision extends to 60' distance.
Dungeon-dwelling monsters have infravision to 120'. All infravision is
spoiled if a light source is shedding illumination upon the creature
possessing the infrared sight capability, Similarly, great heat will spoil the
capability.
Thieves hiding in shadows are successful with respect to infravision only if
there is a heat/light source nearby to mask their body heat, or a very cold
object or radiation to provide similar cover,
ULTRA VISION
Ultravision is the ability to see rodiotion in the ultraviolet spectrum —
gamma rays, x-rays, etc, Creatures with this ability con see in normal
nighttime darkness; thot is, they see at night as well as a human can see at
dusk because of the continual bombardment of ultraviolet radiation upon
the earth.
SILENT MOVEMENT
Characters typically make a certain amount of noise, and thus alert
opponents of their presence. Bui thieves, as well as characters able to
move quietly because of a magical device such as boors of elvenkind have
a chance to be absolutely silent when moving. This chance lo be
absolutely silent is given os o percentage. +/- modifiers, and the
character must roll percentile dice lo score less than or equal to the
percentage chance he or she has to move without sound. Success indicates
silent movement and an improved chance to surprise an opponent or slip
past it.
INVISIBLE MOVEMENT
By various magical means it is possible to became invisible and move
about. Invisibility bestowed by o cloak of elvenkind extends to what it
covens. A ring or spell of invisibility offers superior Invisibility. Note thai
none mosk light, so ihe invisible charocter cannot move about with a lighl
source and be unseen, for the light will be noticed even though its bearer
not
Surprise is simply the unexpected, unprepared for Characters can be
surprised j ust as creaiures they encounter con, Noise ond light can negate
chances for surprise with respect to characters or creatures they encounter.
Surprise is usually expressed as a 2 in 6 chance for all parties concerned,
i.e. a six-sided die is rolled with a 1 or 2 indicating surprise Some monsters
are more copable of surprising foes than the normal 2 in 6 probability, ond
some cannot be surprised os easily, so ihey have a reduced probability —
1 in 6, 1 in 8, etc. Each 1 of surprise equals 1 segment (six seconds) of time
102
SURPRISE
TRAPS, TRICKS, AND ENCOUNTERS
lost to the surprised party, and during ihe lost lime the surprising party con
freely act to escape or attack or whatever. If both parties ore surprised,
then rhe effect is negated or reduced:
Surprii* Dice Lett
Difference Segm*
0 0
1 (2-1 ,3-2, etc.) 1
2 (3-1,4-2, etc.) 2
3 (4-1 ,5-2, etc.) 3
Assume the party of characters, moving silently ond invisibly, comes upon
a monster. They have 4 of 6 chances to surprise, and the monster has 2 in 6.
A six-sided die is rolled for the party, another for the monster. Both sides
could be surprised, neither could be surprised, or either could be surprised.
This is shown on the table below:
Party'!
mm
Aflo n vf er %
Surprise
Effect
3 to 6
5or6
none
1
1
both surprised
2
2
both surprised
1 or2
5or6
party surprised
3to6
1
1 to 4
monster surprised
2io4
monster surprised
2
1
party surprised
Noise or light can negate the chance of surprising a monster. Similarly, if
the party is oware of a monster, the party cannot be surprised by it unless it
is also awore of them — in the latter case, it might be able to hide and
ambush the party.
If surprise exists, the surprising parly can use the time segments to
flee/escope, dose, or attack. Distance of 10' or less can usually be closed
and an attack made in 1 segment- Physical attacks during surprise
situations ore also possible on a 1 per segment basis, whether the form is
by weapon, projectile, or method intrinsic to the creature (claws, fangs,
etc.), even a breoth weapon use; magic spells require the proper number
of segments of casting time, regardless of surprise.
See also INITIATIVE hereafter.
TRAPS, TRICKS, AND ENCOUNTERS
During the course of an adventure, you will undoubtedly come across
various forms of traps and tricks, as well as encounter monsters of one son
or another. While your DM will spend considerable time and effort to
make all such occurrences effective, you and your fellow players must do
everything within your collective power to make them harmless,
unsuccessful ar profitable. On the other hand, you must never allow
preparedness and caution to slow your party and moke it ineffective in
adventuring. By dealing with each category here, the best approach to
negating the threat of a trap, trick, or encounter can be developed.
Traps: Traps ore aimed at confining, channeling, Injuring, or killing
characters. Confining traps are typified by areas which are closed by bars
or stone blocks r although some might be pits with valves which close and
can then only be opened by weight above. Most confinement areas wilt
have another entrance by which a capturing or killing creature(s) will
enter later. It is usually impossible to ovoid such areas, as continual minute
scrutiny mokes exploration impossible and assures encounters with
wandering/patrolling monsters. When confined, prepare for attack, search
far ways out, and beware of being channeled. Channeling traps are often
related to confining ones. Walls that shift and doors which allow entry but
not egress are typical. While they cannot be avoided, such traps can be
reacted to much as a confining trap is. However, they also pose the
problem of finding a way back. Careful mapping is a good remedy,
injuring traps, traps which wear the strength of the party away prior to the
attaining of their goal, are serious. Typical injuring traps are blades which
scythe across a corridor when a stone in the floor is stepped on, arrows
which fire when a trip rope is yanked, or spears released when a door is
opened. Use of a pole or spear as a prod aheod might help with these, and
likewise such a prod could discover pits in the floor. The safest remedy is to
have some healing at hand — potions or spells — so as to arrive relatively
undamaged. Kilhng traps are typical of important areas or deep dungeon
levels, Deep pits with spikes, poisoned missiles, poisoned spikes, chutes to
fire pits, floors which tilt to deposit the parly into a pool of acid or before
an angry red dragon r ten ion blocks which fall from the ceiling, or locked
rooms which flood are examples of killing areas. Again, observation and
safety measures (poles, spikes thrown ahead, rope, etc.) will be of some
help, and luck will have to serve as well.
»n summation, any trap can be bad and many can mean a character's or
the entire party's demise Having proper equipment with the party, a cleric
for heaiing, a dwarf for trap detection, ond a magic-user la knock open
doors and locks go a long woy towards reducing the hazard. Observation
and clever deduction, as well as proper caution, should negate a
significant portion of traps
Trfcki: So many tricks can be used that it is quite impossible to thoroughly
detail any reasonable cross-section here. As imagination is the only
boundary for what sort of tricks con be placed in a dungeon, it is
incumbent upon the players to use their own guile. Many tricks ore
irksome only; others are irksome ond misfeodrng. Assume that there are
several rooms with a buzzing sound discernible to those who listen at the
doors and/or enter them. Does this cause the party to prepare for battle
only to find nothing? Or is there some trick of acoustics which allows sound
from a nearby htve of gtani wasps to permeate the rooms? If the hotter r the
party might grow careless and enter yet another "buzzing" room
unprepared so as to be surprised by angry wasps. Illusions can annoy,
delay, mislead or kill a party. There can be illusionory creatures, pits, fires,
walls and so on. But consider an illusion of a pile of gold cost upon a pit of
vipers. Slanting (or sloping] passages, space distortion areas, and
teleporters are meant to confuse or strand the party. They foul maps, take
the group to areas they do not wish to enter, and so an. The same ts true of
sinking/rising (elevator) rooms, sliding rooms, and chutes. As on example
of the latter, consider a chute at the bottom of a pit, or one ai the end of a
corridor which slopes upwards — so that the effect is to deposit the party
on the original level but seemingly on one deeper. Rooms con turn so as to
make directions wrong, secret doors can open into two areas if they ore
properly manipulated, and seemingly harmless things can spell death.
Tricks are best countered by forethought and discernment; They can be
dealt with by the prepared and careful party, but rashness can lead to real
trouble. Your DM will be using his imagination and wit to trick you, and
you must use your faculties to see through or at least partially counter such
tricks.
Encounters: A "monster" can be a kindly wizard or a crazed dwarf, a
friendly brass dragon or a malicious maniicore. Such are the possibilities
of encounters in dungeon, wilderness, or town. Chance meetings are
known OS encounters with wandering monsters- finding a creature where
it has been placed by the referee is usually referred to as a set encounter.
Wandermg monsters can be totally random or pre-planned. A party
wandering in the woods outdoors or on a deserted maze in the dungeon
might run into nearly any sort of monster, If the woods were the home of a
tribe of centaurs, or the dungeon level one constructed by a band of ores,
certain prescribed encounters would randomly occur, however. At
prescribed intervals, your DM will generate a random number to find if
any meeting with a wandering monster occurs. Avoiding or fleeing such
encounters is often wise, for combat wears down party strength, ond
wandering monsters seldom have any worthwhile treasure. If monsters
pursue, you can consider hurling down food or treasure behind. Thus, the
pursuing monsters may be lured into stopping to eat or gather coins or
gems. When confrontation is unavoidable, be wary of tricks, finish off
hostile creatures quickly, and get on with the business of rhe expedition.
As determination of chance encounters is usually a factor of time, do not
waste it — and your party — endlessly checking walls for secret doors,
listening at every door, etc. As noise is a factor your DM will consider in the
attraction of additional monsters, never argue or discuss what course of
action your porry is to follow in an open place ar for long periods. A fight
will take lime and cause plenty of noise, so move on quickly after combat
with wandering monsters. Pre-planning and organization are essential la
all successful play, no less here than elsewhere.
Set encounters are meetings with monsters placed by your DM. All such
encounters will be in, or near, the monster's (or monsters') loir; so, unlike
encouniers with wandering monsters, these incidents promise a fair
chance for gain if the monster or monsters are successfully dealt with. A
successful expedition usually is aimed at a particular monster or group of
lairs discovered during previous excursions. Note: a lair is wherever the
monster dwells — even such places as a castle, guard house, temple or
other construction.
All encounters have the elements of movement and surprise {previously
103
TRAPS, TRICKS, AND ENCOUNTERS
COMBAT
discussed), as well as initiative, communication, negotiation, and/or
combat. These aspects of adventuring, as well as damage, healing, saving
throws, obedience, and morale must now be considered.
INITIATIVE
The Initiative factor affects who can da what and when during the course
of an encounter of any sort. Surprise, already covered beretofor e, obviates
the need for initiative checks, as the surprising party has complete
freedom of action for a time. However, surprise eventually wanes, and
then, just as In other circumstances, the relative weight of action must be
determined. Initiative allows one group, the party or the monster(s), to
begin some course of action prior to the other group.
Actions affected by initiative are many and Include slamming a door,
fleeing, moving to grapple or melee, a call for a truce or surrender, firing
wands, discharging missiles, beginning a spell, and so on.
The initiative check is typically made with 2 six-sided d*ce, Ido for the
party, and another of a different size or color far the creatures
encountered. This check is mode eoch round of play where first action is a
factor. Becouse a round is o full minute long, dexterity seldom is a factor in
the determination of which side octs first. However, if one group is slowed
or hosted, or one or more members of the group are, the initiative will
always go to the non-slowed or has fed side, in most other cases, the group
with the higher die score will always act first. For effects of initiative in
fighting, see COMBAT hereafter.
COMMU N I CAT! O N
In order to determine the intent of a possibly friendly or neutral monster or
to pass along your intentions or desires, some form of communication is
necessary. Speech might do for human-types, as the common tongue is
known by most. But what of on encounter with a giant, blink dogs, or
dozens of similar creatures? An open and raised right hand is possible, and
simply refraining from hostile moves will possibly allow for further
exchange. Remember though, that you cannot bribe a band of ogres to
allow you to pass through unless you can communicate clearly.
NEGOTIATION
Most DAAs love communication and negotiations, for this allows them to
assume an active role in actual play. Your referee will assume the persona
proper to the creature your party is dealing with — be it shy and hostile,
stupid, greedy, helpful, misinformed, or whatever. Intelligent monsters
will always balance the offer versus the expectation. A lone ogre is likely,
even with his rather dim wit, to recognize that a strong party will kill him if
he attacks or demands too much, so a small bribe is better than a risky
combat to get flesh to eat and pretty baubles to have. On the other hand,
weakness will be exploited by any basically hosiile monster unless it
seems certain that more con be gained by other action , Be resigned to pay
amounts in excess of the actual value received. As a player, you must earn
what you gain. Negotiation usually gives you a chance la get an with the
earning process, or live to come back and fight another day. Always be
wary and use your wits, look at all facets of the situation, and then use
your best judgment accordingly. In many cases a payment, bribe, toll,
share or ransom fee will enable success or survival, and negotiation is a
useful tool to the expert adventurer.
COMIAT
This broad heading cavers all forms of attack and fighting. It includes
clerical rummg undead, magical control speN attacks, breath and gaze
weapon attacks, magical dev/ce attacks, missive discharge, ond melee
{hand-to-hand combat). Combat occurs when communication and
negollation are undesired or unsuccessful. The clever character does nal
attack first and ask questions (of self or monster) later, but every
adventure wil I be I ikely to have combat far him or her at some point.
Turning Undead;
Clerics are empowered with the ability to turn awoy undead creatures, as
well as certain lesser demons, devils, godlings and paladins through the
power of their profession and holy/unholy symbols. The cleric's level of
experience dictates the level of success he or she can expect 10 achieve in
this ociion. As level of experience Increases, the cleric is actually able to
destroy undead by the power of his or her religion; or in the Case of evil
clerics, destroy or command to service such undead if they are of the same
alignment as the cleric, or neutral such as skeleians or zombies. Success
also depends on opportunity, of course. The cleric must be in a position to
step before the undead, ond he or she must have time to speak and hold
forth the religious symbol in order to turn {or command) undead, and this
of course precludes other spell activity.
Magical Control:
Magical control is given over certain creatures by means of potions, scrolls,
rings ond similar magical means. A potion ingested will allow a character
a chance to control the actions of a dragon, a scroll read will prevent
elemental from attacking, a ring will allow its wearer la command
mammals. All such actions affect monsters encountered and are pan of
combat. Opportunity to employ the magical means of control must be
available, so surprise, initiative, and melee situations must be considered.
A potion cannot be found, opened and swallowed while a giant is beating
upon the character with a club, A scroll cannot be read In the whirlwind of
an air elemental'* attack. And ft is too late to command a hungry weasel
not to attack when it t^glready feasting on prey!
Spell Combat:
Unless combat is spell versus spell, many such attacks wil! happen near the
end of a melee round. This is becouse the spell requires a relatively
lengthy time to cast, generally longer as spell level increases, so high
level spells may take over a full melee round to cast. Furthermore, if the
spell caster is struck, grabbed, or magically attacked {and fails to mqke the
requisite saving throw — explained later), the spell will be spoiled and
fail. Spell combat includes cleric and magic-user, as well as monster-
oriented spells, Curotive spells are handled likewise,
Breath Weapon Attocit*!
Some creatures have breath weapons — notably dragons, gorgons, winter
wolves, etc- — and some have ga;e weapons — notably umber hulks,
basilisks, medusae, catoblepas, etc. These attack farms will affect those in
the area of breath effect or those upon whom me gaze falls. Precautions
con be taken to avoid or minimize breath and gaze weapons' effects. Mast
allow the victim a saving throw which will reduce or negate the weapon
effect if successful. These a Mack forms are speedy, and they will usually be
unpreventable if the creature which generates them is alive when its
action during a melee round occurs.
Magical device attacks include rods, staves, wands, same rings, and a few
other miscellaneous items. These devices are similar to breath and gaae
attacks in that their area of effect is usually large and affects multiple
creatures, saving throws apply, and the attack is quickly accomplished by
pointing the device ond discharging it.
This aspect of combat includes catapuh missiles, giant-hurled rocks, the
dischorge of spikes from a manticore's tail, throwing such things as flasks
of oil, torches, viols of holy water, bottles of poison, magic weapons
(fave//ns of lightning, fireball missiles from a necklace, etc), poison
spitting, the hurling of axes, hammers, javelins, spears, etc., and shooting
sling missiles, arrows, bolts ond so forth from slings and bows.
Ualaa rnhnt"
■ •IVIVV IIIWUI +
This form of fighting includes the use of hand-held weapons, natural
weaponry (clows, horns, teeth, etc), grappling, and special or magical
touch attacks, i.e. poison, petrification, paralysis, energy level loss, etc. As
With most other combat forms, the first "blow" will be struck by the side
gaining initiative during the round. Surviving opponents will then be
allowed their attacks. Note that haste and stow spells will have the effects
heretofore mentioned. Fighters able to strike more than once during o
round will ottock once before opponents not able to do so, regardless of
initiative, but if fighter and fighter melee, initiative tells. Position ond
weapon length will sometimes affect the order of attack in melee combat.
Participants in a melee con opt to attack, parry, fall back, or flee. Attack
can be by weapon, bore hands, or grappling. Parrying disallows any return
aTlack that round, but the strength "to hit" bonus is then subtracted from
the opponent's "to hit" dice roll{s), so the character is less likely to be hit
Faliing back is a retrograde move facing the apponent(s) and can be used
104
COMBAT
HEALING
in con j unci ion with a parry, and opponent creatures are able to follow If
nol otherwise engaged F/eerng rnearls as rapid a withdrawal from combat
as possible; while it exposes the character 10 rear attack at the time,
subsequent arracks can only be made if the opponent Ib able lo follow the
fleeing character at equal or greater speed.
Example of Combat:
A parry of 5 characters — a magic- user, a cleric, a thief r a human fighter,
and a dwarf fighter surprise an illusionist with 20 ores. The opponents are
30 r distant, and the magic-user Immediately begins casting a sleep spell.
The clerk also prepares to cast a spell, silence, 15' radius. Meanwhile, the
thief darts to the reor of ihe party lo attempt lo rude in Ihe shadows and
attack ffom behind when opportunity presents itself; (he human fighter
nocks an arrow and shoots it ar the illusionist; and the dwarf hurls an axe.
The surprise segment Is over, and initiative is determined. The
illusionist/arcs win initiative, and while Ihe former begins a spell of his
own, the latter rush to attack, hurling spears as they come, A speor hits the
magic-user, so the sleep spell is spoiled. The ores are attacked by the
fighters, the clerk casts his spell upon the illusionist, and the magical
silence both spoils his prismatic spray spell and enhances the chances far
the thief s attack,, for he is successfully slinking and sliding around in the
shadows. Thus, after surprise and 1 melee round, the party has inflicted 2
hits upon the illusionist, spoiled his spell attack, and felled one ore and
wounded another. They have taken 3 spear hits and had one of their spell
attacks ruined-
Initiative is now checked for ihe second round. The illusionist/ ores ogam
wm initiative and attack first, 5 ores going after each fighter lo grapple, 6
rushing the magic-user, and 3 heading for the clerk. The fighters are
pulled down, as is the magic-user, but the cleric avoids their grasp. The
illusionist begins casting another spell, one which requires no verbal
component; he does not hear the Ihief behind him. It is now the party's
turn in the round. The cleric smites 1 of the onrushing ores and kills ii, and
the thief srabs the illusionist from behind with his sword, killing him; the
fighters and magic-user are held fast by arcs, so ihey can do nothing.
Round 2 is over.
The initiative roll in the third round goes to the party. The cleric kills
another ore, while the thief rushes at the ores holding the nearest fighter. It
is now the ores' turn, and as their leader is dead and Ihey still face 2
powerful opponents, they will check morale. It is probable that they will
kill the pinned characters with dogger thrusts if their morale does not
break, or that they wili release the pinned characters and run away if their
morale is bad.
COMBAT PROCEDURES
Most magical combat and breath weapons do not require the attacker to
determine if the weapon hits, but the target creatures are allowed saving
throws to see if they avoided the attack or at least partially negated it.
Other attacks require a "to hit" dice roll by the attackers, and damage is
always scored if the hit is made. A further saving throw might be required
if the hit scored has other possible effects such as death due to poison,
poralyzation, etc. Whether or not a hit is scored depends on the power of
the attacker and ihe armor class of the defender. Each of these topics is
discussed be law;
Saving Throw:
The chance to avoid or partially negate magical and breath attack forms is
known as the save. (Note that magic items and even normal iiems and
weapons must be saved for due to such attacks, falls or blows. Consider
the fate of a cloak when exposed lo dragon fire, a suit of magic armor
struck by a lightning boll, or o magic hammer flying through a cone of co/d
prior to striking its target.) Ypur Dungeon Master has tobies which show ihe
saving throw scores for these attack forms, by class of character, by level of
experience in class. These base numbers are modified by the power of the
attack, and by magical protections and character class and race.
Armor Crow:
The type of armor worn, the inclusion of o shield, magical factors, and
dexterity are inclusions in overall armor class. The size rotio Is also
important at times, i.e. o dwarf adds 4 factors to his armor class if his
opponent is a giant. For example, splint mail is armor class 4, and if a
shield is added the armor class becomes 3, but suppose it is a magical +1
shield; ihen armor doss becomes 2. Now assume that the character hos o
disp facer dock, so the armor class becomes 0, and furthermore, because
the character has a 16 dexterity, a final bonus of +2 is given, and the
armor class of this chorccier 15 -2 If rhe character is a dwart, a giant at-
tempting to hit him or her would have to hit AC -6, because of the size dif-
ferential penalty.
Now let us take ihis charocFer through o few attacks. First the dwarf is
engaged in melee against a band of 7 hobgoblins. His shield bonus is
good only against a maximum of 3 opponents, so 4 hobgoblins would
attack at armor class 0. Furthermore, as ihe dwarf can only see and react to
opponents before him, these some A hobgoblins would also attack the
dwarf without the latter getting dexterity bonuses, so their attacks would
be against armor class 2, Similarly, if giants hurled boulders at the dwarf,
rather than struck at him with their weapons, his dexterity and size
bonuses would not accrue to him, so instead of AC -6, the boulders would
attack a target with AC 0,
Flrtt Strike:
The 1 minute melee round assumes much activity — rushes, retreats,
feints, porr]es r checks, and so on. Once during this period each combatant
has the opportunity to get a real blow in. Usually this is indicated by
initiative, but sometimes other circumstonces will prevail. High level
fighters get multiple blows per round, so they will usually strike first ond
last in a round. Slowed creaiures always strike last. Hosted/speeded
creatures strike first, A solid formation of creatures with long weapons will
strike opponents with shorier weapons first, a rushing opponent will be
struck first by a pole arm/spear set in Its path. Your DM will adjudicate
such matiers with common sense. When importani single combats occur,
then dexterities and weapons fociors will be used 10 determine the order
and number of strikes in a round.
Weepon Factors:
You have already seen informaiion regarding the damage each type of
weapon does, how heavy each is, how long and how much space eoch
needs, and eoch weapon's relative speed factor. The same chorts also give
relative efficiency against armor types. Your referee will use these factors
in determination of melee combats by relating ihem to his Artocfc Matrices,
Monster Attock Oomoge*
Monsters with weapons will generally attock much as characters do. Those
with natural weaponry such as clows, talons, teeth, fangs, tusks, horns, etc,
will use the matrix far monster attacks. There are exceptions to bath coses,
/\TTQCK ana saving 1 nrow marries*.
Your DM hos matrices for each class of character by level groups, showing
the scores required to hit the vorious sorts of armor and armor
dbtttftalflOrW Normal men such « mervor-arms are always considered al
level 0 Monsters are classed by their hit dice. All creatures use the same
saving ihrow matrices; Ihe modifier is relative class, i.e. fighter, thief, etc.
Items save an a special matrix.
DAMAGE
Damage is meted out in hit points. If any creature reaches 0 or negative hit
points, h is dead Certain magical means will prevent actual death, par-
ticularly a ring of regeneration (cf MONSTER MANUAL, Troll).
F LLI N Ci ^^.^^AA^^^JE
Falling into pits, from ledges, down shafts, and so forth will certainly cause
damage unless the fall is broken. While such falls could break limbs and
oiher bones, it is probable that your referee will simply use a hit poinis
damage computation based on 1 d6 for each \0' of distance fallen to a
maximum of 20*46, plus or minus adfusiments far the surface fallen upon.
This treatment gives characters a better survival chance, alihough it is not
as "realistic" os systems to determine breaks, sprains, dislocoiions,
internal organ damage, etc.
HEALING
There are numerous ways to restore lost hit points. The most mundane is by
resting and allowing Hme to do the job. For each day of resi, 1 hit point of
damage is restored. After 30 game days have passed, hit points accrue at
the rate of 5 per day thereafter. The "laying on of hands" by paladins.
105
HEALING
EXPERIENCE
spells, potions, and various magical devices will quickly restore many lost
hit points. A wish spell can be used to restore lost hit points to several
characters al once. Hit points can never exceed the total rolled for the
character, plus bonuses.
OBEDIENCE
This aspect of play has three facets. The leader and caller of o party might
order one course of action while various ployers state that their characters
do otherwise. Your DM will treat such situations as confused and muddled,
being certain to penalize the group accordingly.
Obedience also applies to hirelings and henchmen. Loyally and morale
are factors here, as is the existing situation where obedience is called for.
Finally, certain magic items, particularly magic swords, tend to be
argumentative and may refuse to obey uncertain, demanding, week, or
foolish masters.
If in doubt regarding obedience, the sure test is the one where you ask
yourself if your character would do it, This test applies only to creatures,
not magically endowed items. If you ask a henchman la try on a cloak, it is
probable that he and all of your other henchmen and hirelings will expect
that Ihe garment will become his. Likewise, if a servitor is asked to sample
the contents of a potion bottle, the item is then regarded os the servitor's
property by all onlookers. Obedience is based on such considerations, i.e.
fairness, justness, rewards, hazards, love, respect, fear, ond similar repute
and emotion.
Morale properly refers to the state of mind of "troops" during combat or
stress situations. Stupid creatures tend to fight to the death. So do creatures
with a set purpose in mind — elite, guards, and fanatical creatures. Your
character will never have to check morale status, nor will any other player
character, for each player provides this personally. Some are brave, some
foolish, some cautious, some cowardly. Your character's henchmen will
probably hove to check morale, so too will hirelings. Powerful monsters
will never check morale, and even weak ones will probably not do so as
long asihey have leadership.
When you require your henchmen and/or hirelings to lake risks which
your character is not personally taking, or when in hazardous situations
with or without your character, or when faced with a defeated and fleeing
enemy just overcome, or when given the prospect of rich loot, these are
times when the campaign referee wilt usually require morale checks.
Obedience, ociions, reactions, etc, will be decrded by such morale checks.
In addition to the influence your character's charisma has, the loyalty
rating of henchmen and hirelings will be influenced by past treatment,
current situation, and the behavior of any of their fellows nearby. Your
lieutenants, if any, will provide a steadying influence. Higher leveE
characters are unlikely to hove poor morale unless they ore faced with on
obviously hopeless situation (at least as far as they can see It) and/or
when they are low in hit points.
If you treat your henchmen and hirelings fairly, pay them well, and give
them arms and equipment which allow them to effectively engage in
combat by maximizing their protection ond offensive potential, their
morale base will be good. Furthermore, if you do not require them to take
risks which your character does not take, if their mortality is not high, and
their "master" does not abandon them to their fate os long as another
course is possible, the "troops" will be likely to be firm in the face of
nearly any threat. Lack of action, setbacks, and similar things reduce
morale A good player pays strict attention to these considerations.
MAPPING
One player must keep o mop of the expedition's irek, ond if two players
moke mops the chances for the success of the expedition improve. Graph
paper with 5 or 6 lines to the inch is suggested for underground mop
making. A sheet of small size hex grid is usual for outdoors maps. Both
sorts of paper should always be on hand.
Never become concerned if your mop is not exact, if it is off 10' here or 20'
there, As long as it gives your party an idea as to where they are ond how
to get back, it is serving its purpose. Always make notes on the map to
show danger — traps, tricks, monsters,
ORGANIZATION
Organize your party by showing which characters are where. Show
marching order for a 10' passage, a 20' passage, door openings, etc.
Always prepare for rear actions os well as frontal combats. Assign one
individual os leoder, This character will "call", i.e. tell the referee where
the party will go and what they will do. Miniature figures are a great aid
here, The DM will usually require a marching order to be drown on a piece
of paper if figures are not at hand.
EXPERIENCE
Experience is the measure of a character's ability in his or her chosen
profession, the character's class. Each player character begins the
campaign at 1st level with no experience paints accumulated, Thereafter,
as he or she completes adventures and returns to on established base of
operations, the Dungeon Master will award experience points to the
character for treasure gained ond opponents captured or slain and for
solving or overcoming problems through professional means. Characters
with high scores in their major characteristic ability area might be entitled
to an experience points bonus (see CHARACTER ABILITIES). When a
sufficient number of experience points have been gained, the character
will gain an experience level (see CHARACTER CLASSES). It is important to
keep in mind that most humans and do mi-humans are "0 level". They do
not have the ability to gain experience levels. Player characters are
unusual and superior.
Gaining experience points through the acquisition of gold pieces and by
slaying monsters might be questioned by some Individuals as non-
representative of how an actual character would become more able in his
or her class. Admittedly, this is so, if the existence of spell costing clerics,
druids, magic-users, and illusionists is (unrealistically) granted; likewise,
dworven superheroes, paladins, elven thieves, half-ore assassins, and the
like might gain real experience from altogether different sorts of activities.
This is a game, however, a fantasy game, and suspension of disbelief ts
required. If one can accept the existence of 12' tall giants, why not the
rewarding of experience points for treasure gained? While praying ond
religious-oriented acts are more properly the activities for which o cleric
would gain experience points, this is not the stuff of exciting swords &
sorcery adventure. So too, fighters need physical training and weapons
procilce, magic-users long hours of study in tomes of arcane lore, ond
thieves the repetition of their manual skills and discern itory prowess; but
none of this is suitable to gaming. It is, therefore, discarded and subsumed
as taking place on a character's "off hours''.
As a rule, one point of experience will be awarded for one gold piece
gained by a character, with copper pieces, silver pieces, eleclrum pieces,
platinum pieces, gems, jewelry, and like treasure being converted to a
gold piece value. Magic items gained ond retained have only a low
experience point volue, for they benefit the character through their use.
Magic items gained and sold immediately are treated as gold pieces, the
selling price bringing an award in experience on the stated one for one
basis. Experience points awarded for treasure gained — monetary or
magical — are modified downward if the guardian of the treasure
(whether o monster, device, or obstacle, such os a secret door or maze)
was generally weaker than the character who overcame it. A 4th level
charocter versus a single ore is an overmatch, and only about 10% of the
treasure value gained could count towards experience points; but if nine
or ten ores were involved, the experience points awarded would generally
be on the one for one basis.
Monsters captured or slain always bring a full experience paint award.
Captured monsters ransomed or sold bring a gold piece: experience point
ratio award. Monsters slain gain a set point award Low hit point/dice
monsters have a low experience point amount. Monsters with high hit
point/dice hove large experience point awards. Specie t abilities such os
magic resistance, spell capability, gaze or breath weapons, regeneration,
and the like also increase experience points amounts.
Finally, clerics' mafor aims are to use their spell abilities to aid during any
given encounter, fighters aim to engage in combat, magic-users aim to
cast spells, thieves aim lo make gain by steolth, and monks aim to use their
unusual talents to come to successful ends. If characters gain treasure by
pursuit of their major aims, then they are generally entitled to a full share
of earned experience points awarded by the DM,
Your DM will award your character (s) experience points as explained. He
106
EXPERIENCE
SUCCESSFUL ADVENTURES
or she has detailed information respecting this subject, and a chart of
experience points to be given for monsters slain, with bonus points shown
for special abilities of monsters. After being awarded points, you will be
expected 1o add any bonus due for high major characteristic ability, Total
the whole, and record ihe number of experience points now possessed by
the character. Remember, character henchmen will gain only one-half of
total experience. Your referee might require you to inform him or her of
new experience point tolals in order to keep records. This prevents any
"fudging" on the part of over-zealous players.
POISON
It is not generally possible to envenom o weapon. This Is because the
poison will not readily adhere to the blade or head of the weapon (and for
purposes of the game widespread use of poison is highly undesirable in
any event). However, let us suppose that your Dungeon Master will allow
poisons as fol lows:
1. Poison potions discovered in an adventure can be used as missiles to
be hurled inro ihe maws of monsters or can be offered os "gift" potions
to intelligent captors.
2. Missiles — arrows, bolts, darts, javelins, and spears — can be
envenomed with o toxin sufficient to cause any creature hit by such a
missile to make a saving throw versus poisoning or die. (Suppose that
this poison is such that saving throws are made at +2 on the victim's
die roll.)
3. Blades can likewise be coated with a toxic resin ar similarly viscous
fluid so os io make sword or axe strokes cause a poison soving throw to
be mode by ihe first creature initially struck by such a weapon.
With respect 1o the first cose, the resolution of the matter is simply a
checking of the appropriate tables to find if the potion hit the moulh, if the
reaction caused the captor to taste the potion, etc.
The second and third cases, however, moke it too easy for interesting play
Imagine: Porty sees red dragon, party discharges o volley of poisoned
missiles, monster dies, and party seizes dragon hoard. Therefore, the DM
will typically moke every character employing poisoned weapons check to
see if they nick themselves handling their weapons, to determine what
happens to missiles which fail to strike the opponent, etc. It is also likely
that the DM will establish sanctions regarding the use of poisons on a
continuing basis, i.e. characters of good alignment cannot use such toxic
substances os it constilutes foul and unfair practice; or characters found
with poisoned weapons will be immediately slain and their corpses
burned and ashes scattered. In a similar vein, most communities view
poisoning and poisons as highly undesirable due to the difficulty of
protecting against ingestion of such fatal substances. Any individual (or
group) making indiscriminate use of poison will hove social pressure
and/or lego! action brought against him or her. For example:
The Thieves Guild is an accepted part of communal society, and so long as
they contain their activities to cutting purses, picking pockets, burglarizing
homes, waylaying late-night revelers, all is well. Then the guild decides to
poison a whole establishment, a large gold smithing and jewelry making
firm, in order to loot the entire place. Such activity would arouse ihe ire of
the citizens, tradesmen, and city officials. Furthermore, the Assassins Guild
will probably view the action as a threat to their existence and an
infringement on their prerogatives os well. The socially unsanctioned use
of poison would call to mind ihe use, usually accepied if noi liked, of
toxins by assassins. Premeditated murder, particularly on a grand scale, is
likewise the exclusive precinct of The Assassins Guild. Taken in o lesser
context, an individual employing an envenomed sword is calling
unfavorable attention to the use of poisons, possibly confusing his or her
role with that of a guild member, and so irespassing.
The upshot of this is to consult your DM wiih respect to Ihe permissible
usage of poisons. Keep in mind the principal reason for restriction of ihe
use of poison — the game must offer challenge If poison is limited or
specially treated, you will understand and co-operate.
SUCCESSFUL ADVENTURES
Few players are so skillful at fantasy role playing gomes as to not benefit
from advice. Also, many readers will be new to this form, if not totally
uninitiated. So what follows are some basic guidelines as to how good
players approach ihe game, and as continued success tends towards even
more achievement, those who ploy well might actually become greol.
The most common form of ADVANCED DUNGEONS « DRAGONS play is
the underground adventure, whelher in dungeons, cove complexes,
temple mazes ond labyrinths, or whatever. The main thrust of ihis section
will logically aim al improving ploy m [ust those sorts of settings. The
outdoor and cily adventure will be louched on thereafter. Now assume
that a game is scheduled tomorrow, and you are going to get ready for it
well in advance so as to have os much actual playing time as possible —
no sense in spending precious adventuring minutes with the mundane
preparations common to the gome-
First get in touch with all those who will be included in the adventure, or if
all are not available, at least talk to the better players so that you will be
able to sef an objective for the adventure. Whelher the purpose is so
simple as to discover a flight of stairs to the next lowest unexplored level
or so difficuli as to find and destroy an altar to an alien god, some firm
objective should be established and then adhered To as slrongly as
possible. Note, however, that inflexibility or foolish stubbornness is often
fatal. More about that a bit later
Once the objective has been established, consider how welt the party
playing will suit the needs which it has engendered. Will the charociers
have the means of accomplishing the goal? Is it well-balanced, so ihat it
can cope with typicol problems expected in the fulfillment of the
ob|ective? Will it be necessary io find mercenary non-player characters or
hire men-at-arms in order to give the party the necessary muscle? Is ony
special equipment needed? When agreement regarding these and any
similar questions has been reached, each participant must ready his or her
character, but preparations must be made with the welfare of the whole
group in mind.
Co-operation amongst party members is o major key to success,
particularly when the characters are relatively low-level. Later, when
players hove characters of 9th, 10th, or even higher level it will be a
slightly different matter, tor then some odventures will be with bui one or
two player characters participating, and the balance of the group will be
made up of henchmen whose general co-operation is relatrvely assured.
But to gain the upper levels, it is essential that o character survive, and
survrvo/ of lower levels rs usually dependent upon group action and ream
spin/. Co-operation must begin when the party prepares for the adventure
ond continue through safe return to base and division of spoils —
including the special treatment required for any unfortunote characters
cursed, diseased, maimed, or kilted.
Each character has o selection of equipment which he or she will corry on
the adventure, Poriiculars should be given io the party if any equipment is
possibly redundant, newly conceived, or of possible special use
considering the established goal far the adventure. In like manner, spells
must be selected in co-operation with other spell-users In general, so that
ottack, defense, and assistance modes will be balanced properly ond
compliment the strengths and weaknesses of the party as a whole.
Charociers must know each other's strengths and weaknesses, physical
and menial, in order to meet the problem posed with the correci character
or combination thereof. Does the group have sufficient equipment of the
elementary son to meei boih expected and unexpected challenges (ropes,
spikes, pales, torches, oil, eic.)? Are we burdening ourselves with loo
much because of simple duplication (too many torches, everybody has a
10' pole, and so on)? Do we have as broad a speclrum of spells as possible
so as io be able la have a good chance against the unexpected,
considering the objective and what it requires in spells? Is there some
magic item which one of the parly members possesses that will be of
special help, or general assurance of survival, in this adventure? All this
should be done before play begins, for it is time consuming, and the
readying of a party con require several hours if ihere are more than six
characters involved.
At the same time preparations for the upcoming expedition are under
way, each player should see thai his or her character has made proper
preparations as well. These preparations include the safety of henchmen
ond/or goods which are to remain behind, wealth safely hidden or placed,
instructions as to what io do if the character fails to return lefi with a
107
SUCCESSFUL ADVENTURES
SUCCESSFUL ADVENTURES
trusted person, and a "will" of some son written out so that the DM will not
balk at the arrangements made to assure the smooth transition of goads to
the devoted "relative" of the defunct character if those sore straits should
ever come to pass.
With everything just about all set to go, a few more touches will be of
great help. Assign formations for the group — 10' corridor, 20' corridor,
door opening, and any other formation which your party might commonly
assume. It is always a wise idea to have the very short characters in the
front rank, elves and dwarves to the flanks, and at least one sturdy fighter
in the rear if the party is sufficiently large. Draw these formations out on
paper {possibly your referee will require copies for reference), identifying
each character careful fy. The leader who is to make decisions and give
directions for the pany must be in the front rank, or in the second rank if he
or she ts tall compared to the characters before. The leader should keep a
sketch or trailing map as the adventure gets underway, and another
member of the expedition should keep a carefully drawn map as well,
A ward about mapping is in order. A map is very fmporfont because ft
heJps aaure that the party will be able ro return fo the surface. Minor
mistakes ore not very important. It makes no difference if there is a 20'
error somewhere as long as the chart allows the group to find its way out!
A* it is possible that one copy of the party's map might be destroyed by
mishap or monster, the double mop is a good plan whenever possible —
although some players have sufficiently trained recall so as to be able to
find their way back with but small difficulty, and these individuals are a
great boon to the group. If pursuit prevents mapping, alwoys go in a set
escape pattern if possible — left-straight-right-stroight, etc. Such patterns
are easy to reverse. In mazes always follow one wall or the other, left or
right, and you will never get lost. If transported or otherwise lost, begin
mopping on a fresh sheet of paper, and check for familiar or simitar places
os you go along. Never become despondent; fighl until the very end.
When everything is all set, it will take only a very few minutes to organize
the group for the adventure once time for actual ploy begins. Your referee
will certainly appreciate this, for his or her enjoyment comes from
adventuring, not from waiting for a party to get their act together. With
your objective all set, it will also be a relatively quick trek to the "jumping
off" area, as ihe expedition leader will be able to give clear and concise
directions on how to get there to the DM, and that means there will be few
monsier dice, for the party is marching along quickly down known
passages, not mapping or otherwise tarrying,
Avoid unnecessary encounters. This advice usually means the difference
between success and failure when it is followed intelligently. Your party
has an abjective, and wondering monsters are something which stand
between them and it. The easiest way to overcome such difficulties Is to
avoid the interposing or trailing creature if at all passible. Wandering
monsters typically weaken the party through use of equipment and spells
against them, and they also weaken the group by inflicting damage. Very
few are going To be helpful; fewer still will have anything of any value to
the party. Run first and ask questions later. In the some vein, shun
encounters with creatures found to be dwelling permanently in the
dungeon (as far as you can tell, that is) unless such creatures ore port of
the set objective or the monster stands between the group and the goal it
has set out to gam. Do not be sidetracked. A good referee will have many
ways to distract an expedition, many things to draw attention, but ignore
them if at all passible. The mappers must note all such things, and another
expedition might be in order another day to investigate or destroy
something or some monster, but always stay with what was planned if ai
ail possible, and wail for another day to handle the other motters. This not
to soy that something hanging like a ripe fruit ready to be plucked
must be bypassed, but be relatively certain that what appears to be the
case actually is, likewise, there are times when objectives must be
abandoned.
if the party becomes lost, the objective must immediately be changed ro
discovery of a way oaf. If the group becomes low on vital equipment or
spells, it should turn back. The same is true if wounds and dead members
have seriously weakened the group's strength. The old statement about
running away to fight another day holds true in the game. It is o wise rule
to fallow*
On the other hand, if the party gains its set goal and is still quite strong,
some other objectives can be established, and pursuit of them can then be
followed. It is of utmost importance, however, to always carry slain
members of the expedition with the party if at all possible, so even if but a
lone character is lost, *t is usually best to turn back and head for the
surface.
Co-operation assumes mutual trust and confidence, and this is enhanced
when members are certain that the survivors will do their best to see that
any slain character is carried forth from the dungeon to be resurrected if at
all possible. All members of the expedition should be ready and willing to
part with any goods, money, and magic items in order to save lives. Failing
that, each should be willing to fight to the death to assure the survival and
success of the party. This will happen when mutual trust exists. What about
evil alignment? selfish neutrals? unco-operative players?
Intelligent players of evil alignment will certainly be ready to help in order
to further Their own ends. This is not to say that they will be chummy with
those of good alignment, but on a single expedition basis it Is possible to
arrange situations where they are very likely to desire to be helpful in
order to benefit themselves and their cause. Generally evil characters,
particularly chaotic evil ones, are prone to be troublesome and hurtful to
the party. They should accordingly be shunned when possible. Selfish
neutrals are similar to evil characters, but their price is usually easier to
meet, and it is therefore easier to integrate them into an expedition which
will depend on co-operation for success. The character of good olignment
who is basically unco-operative — often acting os an evil or (selfish)
neutral would — is another matter, far such players usually join under the
pretense of being helpful and willing to act in the best interest of the party.
Undoubtedly the best way to take care of such players is to expel them
from the group as soon as circumstances permit. Do this as often as is
necessary to either change the player's mind about co-operation, or until
he or she becomes tired of having their characters consigned to oblivion
because of their attitude.
So much for ihe underworld adventure. Most of what was said regarding
successful expeditions there also applies to outdoor and city adventures as
well. Preparation and mutual aid are keys to these sorts of adventures
also It is not usually possible to reiurn to home base in the wilderness, but
a place of refuge can be found and used in order to rebuild a party s
strength. The party should avoid confrontations with monsters which are
obviously superior and always seek to engage monsters at on advantage.
City adveniures are the toughest of all, for they are more difficult to plan
and prepare for. Yet with care, and a careful adherence to co-operative
principles, they con be successfully handled with the guidelines stated
above. Setting out with on objective in mind, having sufficient force to
gain it, and not drawing undue attention to the party in the course of
accomplishing the goal should serve to bring such adventures io successful
conclusion.
Superior play makes the game more enjoyable for all participants, DM and
players alike. It allows more actual playing time. It makes ploy more
interesting. The DM will have to respond to superior play by extending
himself or herself to pose bigger and better problems for the party to solve.
This In (urn means more enjoyment for The players. Successful play means
long-lived characTers, characters who will steadily, if not rapidly, gain
levels. You will find that such characters become like old friends; they
become almost real. CharacTers with stories related about their exploits-
be they cleverly wrought gains or narrow escapes — bring a sense of pride
and occomplishmenT To their players, and each new success adds to the
luster and fame thus engendered. The DM will likewise revel in telling of
such exploits , just os surely as he or she will not enjoy stories which
constantly relaTe The poor ploy of his or her group! Some characters will
meet Their doom, some will eventually retire in favor of a new character of
a different class and/or alignment; but playing well is a reward unto itself,
and old characters are often remembered with fondness ond pride as well.
If you believe that ADVANCED DUNGEONS ft DRAGONS is a game worth
playing, you will certainly find it doubly so if you play well.
109
FSiONfCS
PSfOWCS
APPENDIX k PSIONICS
Psionics ore vorious powers derived from the brain, and they enable
characters so endowed to perform in ways which resemble magical
abilities. If your DM opts to include psionic abilities in your campaign, they
will be determined for humons [and possibly dwarves and halflings) as
follows:
Characters with one or more unmodified intelligence, wisdom or charisma
ability scores of 16 or higher might hove psionic ability. Whether or not this
ability is possessed is then determined by o dice roll using percentile dice.
Any score of 00 (100%) indicates the ability exists. For each 1 point of
intelligence above 16 add 2Va to the dice roll, for each 1 point of wisdom
above 16 odd P/a to the dice roll ond for each 1 point of charisma above
16 odd Vt to the dice roll (drop all fractions).
Example: A character has intelligence of !7, wisdom of 12, and charisma
of 17. There are 2 y h points to be added to the psionic potential roll because
Intelligence is 1 above 16, ond '/a point for charismo 1 above 16, total 2Vj
+ +3, The dice are rolled, and any score of 97 or greater indicates
psionic ability exists in the character.
If psionics ore possessed, it is necessory to determine the ability (or
strength) and the number of powers the character has. Psionics in no way
offect the performance of the character in his or her chosen class, excepi
os possible behavioral modifiers
PSIONIC ABILITY
The psionically endowed character rolls percentile dice r adding 1 point to
the loial for each unmodified point of intelligence, wisdom and charisma
score above 12. In addition, if 2 of these scores ore above 16, the number
of points is doubled, and if all 3 scores are above 16, the number af points
is quadrupled. The base score (01-00(100)) plus bonuses ( 1 -72), if any, are
odded together. The total is the psionrc strength of the individual; it is Ihe
strength for attack and far defense. Psionic abinry is double psionic
strength, i.e. 10 to 344. One-holf of psiorWc ability is attack strength, one-
half is defense strength.
Strengths con be used up in attack ond defense during psionic combat ond
in employment of psionic powers. These expenditures are detailed later,
os is how they con be regained. Once psionic ability is determined it con
never change excepi due to brain injury (which will destroy ft), or the
acquisition of magical devices (which artificially alter it). Use of strengih
points, or regaining them, does not alter psionic ability.
PSIONIC POWERS
Psionic powers include attack modes, defense modes, and disciplines (the
magic-like powers). The number of each power is determined by further
dice rolls; attack/defense modes are selected by choice, disciplines by
random selection.
Attack Modes:
Roll percentile dice, and consult the following table;
01-25
26 50
51-75
76-95
96-00
1 attack mode
2 attack modes
3 attock modes
4 attock modes
5 attack modes
Attock Mode
A. Psionic Blast
B. Mind Thrust
C. Ego Whip
D. Id Insinuation
E. Psychic Crush
Point Coit per Usage
20
4
7
10
14
Attack Range
Short Medium Long
2"
3"
4"
6"
5"
4"
6"
12"
6"
12"
18"
wave of force W diameter at its source and 2" diameter at its terminus (6"
distance).
Mind Thrust is a stabbing attack which seeks to shori Ihe synapses of the
defender. The attack is individual.
Ego Whip attacks the ego, either by feelings of inferiority and
warthlessness or by superiority and megalomania. The attack affects but a
single creature,
td insinuation seeks to loose the uncontrolled subconscious mind of the
defender, pitting it against the super-ego. The attack affects all psionically
aware creatures in a 2" X 2" area within ottack range.
Psychic Crush is a massive assault upon all neurons in the bram,
attempting to destroy all by a massive overload of signals. This mode of
attack affects but one defender If it is used the user may defend with only
modeG, Thought Sh re id, or hove no defense atoll,
Point Cost par Usage: This shows the number of psionic attock points of
strength which the ottacker must expend in using the attack mode.
Attack Range: This table shows ihe various distances ot which the various
attack modes will function. Effects of attacks ore reduced ot medium and
long ranges.
If all attack points are expended, or too few remain to use any attack
mode listed, the creature may defend only.
Defense Modes:
Roll percentile dice and consult the following table:
0U25
26-75
76-90
91-00
2 defense modes
3 defense modes
4 defense modes
5 defense modes
Point Cost per Usage
Area Protected
1
Individual only
2
Individual only
3
Individual only
8
10'r. of individual
10
3'r. of individual
Psionic Biasf is a wave of brain force, in effect much like "stunning news"
to the mind It is costly in attock point expenditure, but it is the only psionic
attack which can affect non-psionic creatures. The attack is a cone-shaped
Defense AAodo
F. Mind Blank
G. Thought Shield
H. Mental Barrier
I. Intellect Fortress
1 Tower of Iron Will
The individual must always have defense made F. Others are optionally
selected.
Mind Blank attempts to hide the mind from ottack, making its pons
unidentifiable.
Thought Shield cloaks the mind so os to hide first one part, then another.
This defense con be kepi up at all times, unlike the others.
Mentai Barrier is o carefully buill thought repetition wall which exposes
only that small area.
fnreJfect Fortress is o defense which colls forth the powers of the ego and
supef-ego to stop attacks,
Tower of Iron Will relies only upon the super-ego to build an unossodable
haven for the brain.
Point Cost per Usage: This shows the number of psionic defense points of
strength which the attacker must expend to use the defense mode when
under psionic attack.
Area Protected: If the defense mode has an area of protection beyond the
individual, it offers its defense, or the defense used by any individual
within its radius, whichever is better Suppose 3 psionics ore defending in
a group; the first puts up defense mode F, another I , and the third puts up J +
The firsl selects from defense modes F, I or J; the other two from either I or
J, whichever does the most efficient job of damage reduction, Non-
110
PSIOMCS
psiomcs
psionics in The area are given +2 by an intellect Fortress, +6 by o Tower
of iron Will, on saving throws versus Psionic Blast.
If all defense points are expended, the individual has NO defense and can
be attacked an a special combat table which offers the possibility of
stunning, mental wounding or crippling, and death as well as loss of
psionie strength points,
PSIONIO DISCIPLINES
The psionicolly endowed character determines how many disciplines he or
she is able lo exercise by use of the following table (one roll of percentile
dice):
Number of Discipline*
Once the number of disciplines possessed is known, the character
determines by random die rolling which disciplines he or she knows. If the
same one is indicated a second time, simply re-roll until o differenl one is
indicated. Only a few are excluded lo certain classes. Only one discipline
(minor) con immediately be goined, with one additional discipline (oil
minor first) gained with the acquisition of each 2 additional levels of
expenence in the character sproTesston-
Note that the employment of these powers costs psionk strength points,
the equivalent of 1 point each of attack and defense paints.
TABLE OF P5IONIC DISCIPLINES
Minor (Devotions) (dl2, dt]
1. Animal Telepathy
2. Body Equilibrium
3- &ody Weaponry (excludes
magic-users)
A. Cell Adjustment
5, Oairaudience
6. Clairvoyance
7 Detection of Good or Evil
8. Deiection of Magic
9 Domination (excludes thieves)
10. Empathy (excludes fighters)
11. ESP
12. Expansion (excludes clerics)
13. Hypnosis
14. Invisibility
15. Leviiation
16. Mind Over Body
1 7. Mol ecu la r Ag itof i on
IB. Object Reading (excludes
thieves)
19. Precognition
20. Reduction (excludes clerics)
21 . Sensitivity *o Psychic
Impressions
22. Suspend Animation
23. Roll again (or select one*)
24. Roll again (or select one*)
Major (Sd*nc*s) (d20)
Astral Projection
Aura Alteration
Body Control
Dimension Door
Dimension Walk
Energy Control
Ether ealness
Mass Domination [excludes thieves)
Mmd Bar
Molecular Manipulation
Molecular Rearrongemeni
Probabilit y Trwol
Telekinesis
Telempofhic Projection (excludes
fighters)
Telepathy
Telepathic Projection
Teteporiation
Shape Alteration
Roll again (or select one*)
Roll again (or get two minors ones*)
•Consult your referee for his ruling
on this.
The level of mastery of any discipline equals the level of experience of the
character who possesses ii unless otherwise specified.
Strength Point Cost: 1 /round
Saving Throw: None
Area of Effect; } " wide directional
path
Explanation/Descnption: This discipline allows the possessor to
communicate with various forms of living things, the type of animal life
and the range determined by the level of mastery of the possessor. Animal
telepathy allows clear communication but no command or influence
beyond the possessor's own persuasiveness The discipline operates as
follows:
Typo of Animol Lire
first
third
sixth
seventh
eighth
tenth
twelfth
fourieenlh +
6" + r/ievet
5" + r'/level
3" + VVlevel
T + rvievel
T" + l'Vlevel
1 "/level
2"+ VV2levels
1" + VV2 levels
1"/2 levels
mammals
marsupials* ot> ol-
avians
reptiles
amphibians
fish and similar creatures
arachnids and myriapodoe
"monsters"
plonts
Search for creatures can be made at ihe rate of one paih of area ( 1 " width
X range) per round.
Body Equilibrium
Range: 0
Duration: Time of concentration
Area of Effect: Individual
Strength Point Cost: l/round
Saving Throw: None
Explanation/ Description: This discipline allows the user to odjust the
weight of his or her body to correspond with the surface upon which he or
she is. Thus, the possessor con walk upon water, quicksond, mud or
whatever. With respect to falling, this discipline has the effect of the
magic -user speli, feather fall (q,v,).
Body Weaponry
Range: 0
Duration: 7-me of concentration
Area of Effect: Individual
Strength Point Cost: l/round
Saving Throw: None
Explanation/Description: The body weaponry discipline allows the
possessor to use his or her body as boih weapon ond armor by altering ihe
molecules in the body os needed. The table below shows the equivalent
armor class ond weapon according to the fevel of mastery. Note the class
distinctions:
Level
of Mastery
first
second
third
fourth
fifth
sixth
seventh
eighlh
ninth
tenth
eleventh
twelfth +
Armor Class for Weapon
Cleric Fighter Thle* Equivalent
9
8
7
6
5
4
3
3
2
2
1
1
9
8
7
6
5
4
3
2
1
1
Q
0
club
dogger
axe, hand
mace
axe, battle
morning-star*
sword, broad
sward, long
sword, long + 1 *
sword, long +2
sword, long +3
sword, long +4
• maximum weapon equivalent for a thief
** maximum weapon equivalent for a cleric
If the psionie wears armor and uses weapons, Ihe body weaponry factors
do not apply during thaf period, but are not otherwise affected.
Strength Point Cost: Spec iq/
Range: Special
Duration: Time of Concentration
Cell Adjustment
Range: 0
Duration: Permanent
Area of Effect: Creature touched
Explanation/Description: By means of psionie attunement to the cells of on
111
PSIOWCS
PStOWCS
injured creaiure, the possessor of this ability is able lo heal wounds at o
strength point cost of 1 per hit point of wounds healed, or cure diseases at
a strength point cost of 20 for o mild, early stage disease (and up to 70 for
on advanced stage of plague or leprosy), The maximum healing/curing
ability depends upon ihe class of the psionic and his or her level of
mastery:
Cleric — 5 points/level
Fighter — 4 points/ level
Magic-User — 3 points/level
Thief — 2 points/level
CloEr audience
Range: Special
Duration: Time of Concentration
Area of Effect: Special
Sirength Point Cost: 5/round
Saving Throw: None
Explanation/Description: This discipline is the same as ihe
spell, cfairaLidience (qv.), except that unknown areas up to 30' c
be sconned.
tie
Range: Special
Duration: Time of Concentration
Area of Effecl: Special
Strenglh Point Cost: 5/round
Saving Throw: None
line is the same as the magic-user
t unknown nreas up to 20' dtstant ran
Strength Point Cost: 2/round
Explanation/Description: This disi
spell, darrvoyanee (q.v.), except t
be sconned.
Detection of Good/Evil
Range: 3"
Duration: Time of Concentration
Area of Effect: One creature or abject
Explanatton/Descripiion: By means of this discipline the aura of creoiures
and objects can be viewed. As level of mastery goes up, the aura of
objects becomes more visible. An unsuccessful attempt at reading an aura
means it cannot be discerned, and further attempts cannot be mode until
reaching the next level of mastery. Note ihe chart below:
Level
Chance for Aura Reading
of Mattery
Creature Exact Alignment
Ob|ect
first
30%
0%
5%
second
40%
5%
10%
third
50%
10%
15%
fourth
60%
15%
20%
sixth
70%
25%
35%
eighth
80%
35%
50%
tenth
90%
45%
65%
twelfth
100%
55%
80%
fourteenth
100%
65%
95%
Creatures above 14th level/hit dice are entitled to a saving throw versus
magic with regard to determination of their exact alignment.
Detection of Moglc
Range: 3"
Duration: Time of Concentration
Area of Effect: W wide path
Strength Point Cost: 3/round
Saving Throw: None
Explanation /Description: This discipline allows detection of the aural force
of magic and also rhe type of spell (abjuration, conjuration/summoning,
etc.) or magic which has been detected Determination of type of magic is
5% per level of mastery of the psionic, i.e. at 5th mastery level there is a
25% chance.
Domination
Range: 3"
Duration: Time of Concentration
Area of Effect: One creature
Strength Point Cost: Specjaf
Saving Throw: Neg.
psionic forces the mind of another creature to accept signals from his or
her own brain, thus causing the former to do his or her will. Contacting the
mind to be dominaied costs 5 strenglh points, and the creature must then
save versus magic. If the saving throw is not made, Ihe psionic must then
expend odditional points equal to the dominated creature's level/hil dice
(treat + \ to + 4 on the creature's hit dice as 1 additional hit die, +5 or
more as 2 additional hil dice, wilh respect only to races of creatures not
classed as character races) for each round the creature is controlled.
Furthermore, if the creature dominaied is forced to do something totally
agamst its nature or self -destructive, the expenditure of strength points ts
doubled or trebled accordingly.
Strength Point Cost: 3/use
Saving Throw: None
Range: I "/level of mastery
Duration: J turn/use
Area of Effect: I " wide path
Explanation/Description; Thts discipline allows the bosic needs, drives
and/or emotions generated by any unshielded sentient mind to be sensed
by the possessor of the psionic power. Thus, he or she can sense thirst,
hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, hostility,
friendliness, love and like emotions The discipline funclions in a
directional path determined by the direction In which the possessor is
facing.
ESP
Range: 9"
Duration: Time of Concentration
Area of Effecl: I " wide path
Sirength Point Cost: 2/round
Saving Throw: None
Explanation/Description: This discipline allows the user to "tune In" to the
unshielded thoughis of Ihe minds of any creatures within range when the
power is employed, tn most respects it is identical to ihe magic-user spell,
ESP (q.v,). Thoughts received in non-understood languages will be
meaningless. Non-intelligent creatures will transmit "pictures" or raw
drives.
Range: 0
Duration; 1 turn/level of mastery
Area of Effect: Individual
Sirength Point Cost: 5/round
Saving Throw: None
Explanation/Description: Expansion allows the psionic to cause his or her
body to become larger in size, with proportionate increase in mass and
sirength. This increase is limiied to a maximum of V growih per level of
mastery of the discipline. With each V growth the possessor gains + 1 on
hitpoir
Level
Maximum
Damage
Strength
of Mastery
Height Increase
Bonui
Equivalent
first
if
+ 1
P7)
second
2'
+ 2
(\S)
third
3'
+ 3
(18/51)
fourth
AT
4- 4
(18/76)
fifth
5'
+ 5
(18/91)
sixth
6*
+ 6
(18/00) ogre
seventh
r
+ 7
hill giam
eighth
8'
4- 8
stone giant
ninth
9*
+ 9
frosl gianl
tenth
icr
+ 10
fire gianl
eleventh
iv
411
cloud giam
twelfth
\2*
+ 12
storm giant
Explanation/Description: By exercise of the discipline of domination, the
If the possessor of this discipline already has strength equal to thai gained
by growth, there is no bonus.
Note that apparel worn can be coused to expand with the body, as can
weapons used, but magical items so ireated have a 5% chance of being
J in 20).
Sirength Point Cost: Special
Saving Throw: Special
Range: 3"
Duration: Spec id f
112
PSiOMCS
PSIONICS
Area of Effect: One levef/hit die per
/eve/ of mastery cumulative
Explanation/Description: This discipline is similar to suggest/on and charm
person/charm monster spells (qq.v.) It affects only creatures with
intelligence greater than 7 and less than 17, I.e. the stupid and unusually
bright are not subject to hypnosis. By employing this discipline, the psionic
is able to instruct the creature as to a course of action which seems
reasonable — no orders to kill self, friends, associates, ere. — and plant a
post- hypnotic suggestion as well, the latter having a S% per day
cumulative chance of wearing off and not affecting the creature in whose
mind it was implanted. Hypnosis affecis 1 level or hit die of creatures per
level of mastery of the possessor. Thus at 1st level of mastery bur a single
1 si level character or monster with up to 1 hft die can be hypnotized; but ai
2nd level 2 additional effect levels ore added, so up to 3 levels/hit dice
con be hypnotized:
first ^
third
fourth
fltth
..etc.
Level i /Hit Dice Affected
1 = 1
1+2 = 3
1+2+3=6
1 +2 + 3 + 4= 10
] +2 + 3 + 4 + 5=15
The strength point cost is 1 per level/hit die hypnotized. Creatures with 15
or 16 intelligence or over 10th level/10 hit dice are entitled to a saving
; if it is successful, the hypnosis has no effect.
Strength PointCast; 3/tum
Saving Throw: None
Invisibility
Range: 0
Duration: 1 turn/ expenditure
Area of Effect: One level/hit die per
level of mastery cumulative
Explanation/Description; This discipline closely resembles the invisibility
spell (q.v.), but it is weaker in some ways, more powerful in others. It
enables ihe possessor to become invisible to creatures with only as many
levels or hit dice as the psionic bos cumulative levels of mastery: 1 at 1st
level, 1 + 2 at 2nd level, 1 + 2 + 3 at 3rd level, etc. However, psionic
invisibility cannot be detected by ony form of magic, only a mind bar
being able to prevent the power from operoting with respect to thai
particular creature, for this power affects minds, not light waves or similar
physical manifestations.
Strength Point Cost; 3/furn
Saving Throw: None
Range: 0
Duration: J furn//evel of mastery
Area of Effect: individual
Explanation/Description: This discipline is similar to the magic-user spell,
/evfrafion (q.v,). levitation need not be exercised in a continuous period,
i.e. o 1st level psionic can use the discipline on multiple occasions so long
os the total duration of all uses together is \ turn or less.
Range: 0
Duration: 2 days/level of masrery
Area of Effect: Individual
Strength Point Cost: 5/day
Soving Throw: None
Explanation/Description: This discipline allows the possessor to suppressor
mentally satisfy the need for water, food, rest and/or sleep. For each level
of mastery, the psionic con use the disciplined up to 2 consecutive days,
so or 2nd level, he or she con go 4 days without water, food, rest or sleep;
at third level 6 doys. etc. At some point, however, the possessor must
spend an equal number of days of complete rest so as to restore this
power. While the individual is not harmed, the discipline cannot be used
again until complete rest is taken.
mo i ecu tor rvgiToiion
Range: Sight
Duration: Special
Area of Effect: One item or creature
Strength Point Cost: ) /round
Saving Throw: None
Explanation/Description: The power of molecular agitation enables the
possessor to cause the molecules of an item to move more rapidly than is
normal. Although only a small number of molecules can be so moved,
continued exercise of the ability will have the following effects after 10
rounds:
Type of Material
paper, parchment, straw
dry wood, heavy cloth
water, wi ne
Molecular Agitation Effect
aflame, burning brightly
scorching ond smouldering
boiling {if a snrn
blistering*
hot to touch**
•each round thereafter the victim will sustain 1 hit point of damage,
cumulative, 1 that round, 2 the next, 3 ihe next, etc.
■*at this point the effect is the same as thedruid spell, hear merof (q,v.).
While the amount of material that the psionic can affect by molecular
agitation does noi appreciably increase, the time requirement does
shorten by 1 round per level of mastery, so that at 10th level and beyond,
the molecular agitation effect shown above requires only 1 round to
achieve. Note that the Hem affected must be in the view (c/crrvoyance
included) of the psionic individual.
Strength Point Cost: ?/round
Saving Throw: None
Range: Touch
Duration: I round
Area: Object touched
Explanation/Description: This ability enables the possessor to detect
psychic impressions left on an object by its previous owner. Thus, by
handling on artifact found in a dungeon, the psionic would possibly be
able to tell its owner's race, alignment ond probably fate. If the object hod
a long and legendary history he would have visions of its past, back
through history. Not all objects (ond ceriainly not all magical objects) give
off these impressions, however.
Range: 0
Duration: Special
Area of Effect: Special
Strength Point Cost: Spec/a/
Saving Throw: None
Explanation/Description: The discipline of precognlfron is the ability to
estimate the best probable course of action, or to estimate the probable
outcome of an undertaking; this power applies only to the relatively
Immediate future. Estimation becomes more accurate with increased
levels of possessing the ability, providing the numbe^ of unknown factors
remains constant, Precognition accuracy is also a foctor of combined
intelligence ond wisdom scores:
Total Intelligence
and Wisdom Scores
under 30
30-33
34-35
3o& up
Precognition Probability by Difficulty
Low Medium High
40% 30% 20%
50% 35% 25%
05% 45% 35%
70% 50% 40%
For every level the ability is possessed, the probability of being able to
correctly precognate goes up by o percentage equal to the level (2 levels
equals 2%, 3 levels equals 3%, etc.) but never beyond a maximum
precognition probability of 90%. The expenditure of psionic strength is
directly related to the number of unknown factors which must be
ascertained, i.e. if there are six basically solvable unknown factors then it
costs 6 points, and the cost is not known to the individual precognaHng
until offer ihe fact. (In order io precognate the results of a melee, for
example, each attack must be mode ond counted os on unknown, and in o
melee with several individuals involved with several monsters, the cost
per melee round could easily be 10 or more points.) If rhe psionically
endowed individuaLhos insufficient points to completely precognate, then
the precognition ceoses ot the point when he has no longer ony strength to
continue. Time is also a factor of precognating — a short duration meons o
typically low difficulty factor. If 1-4 turns is considered a short time, 5-30
turns is of medial difficulty, ond anything beyond 30 turns (5 hours)
becomes a high difficulty precognition; however, unknown factors will
alter this ru!e r so that a short time precognition with many (basicolly
113
PSIONICS
PSIOWCS
unsolvobJe) unknowns becomes □ high difficulty precognition. N.B.
Precognition relies entirely upon the referee, and he will exercise utmost
core in handling this ability usage.
appear as neuiral evil would poy 10 strength points, but a change to
chaotic evil would cost 20. Such alteration lasts 6 turns. The latter
application of aura afreratron allows curses, geases and quests to be
removed. The strength poi nt cost to recogn ize the aura is:
Range: 0
Duration: } turn/level of mosfery
Area of Effect: Individual
Strength Point Cost: 2^f urn
Saving Throw: None
Explanation/Description: Reduction is the discipline which allows the
possessor ro alter his or her body size so os to make it up to V shorter (and
accordingly less massive} per level of mastery. After fifth level of mastery,
size reduction is 50% of the remainder per level, so if a human 6' tall was
at 7th level of mastery, he or she could reduce body size to 3 inches (-T
per level to 5th, 50% of T at 6th, and 50% of W at 7th), to 1 W inches at 8th
level. 3/4 inches at 9th, 3/8 inches at TOth. etc.
Suspend Animation
Range: 0
Duration: Special
Area of Effect- Individuoi
Strength Point Cost: 6
Saving Throw: None
Explonotion/Description: This discipline allows the possessor to virtually
cease all life functions (as far as any but minute examination can
determine, the individual is dead). The psionic is able to program his or
her body to awaken again after a set period of time has elapsed, so
normal functions will ihen resume. With each level of mastery of this
ability the individual is able to suspend animation for 1 week per level
cumulative (1 week during the 1st level of possession, 3 weeks during the
2nd level of possession, etc. ) The sleeping individual cannot be awakened
before the lime he or she has "set" himself or herself to reawaken. For
each week speni in suspended animation, the individual must spend one
day of normal activity before being able to return to suspended animation.
Air is not needed, and temperatures can be as low o& 35 degrees
Fare n he it.
Sensitivity to Plychk Impression*
ftange: 2" sphere
Duration: J round
Area: }" to every srde
Strength Point Cost: f/round
Saving Throw; None
Explanation/Description: Deaths and other highly dramatic events leave o
"psychic residue" in the very earth and stones where they occur which
moy last for centuries The possessor of this ability can sense emotions,
perhaps see momentary visions, of those who hove died or suffered some
powerful emotion in a place |ust by standing in it for o moment.
MAJOR SCIENCES
msttqi rrojecrion
Range: Special
Duration: Spec fa/
Area of Effect: individual
Strength PointCast: TO
Saving Throw: None
Explanation/Description: This discipline is very similar to the cleric astral
speH (q.v,). Only the psionic individual con use ihis power to travel,
however, unlike the magic astro/ spe//. For information on astral travel see
APPENDIX IV, THE KNOWN PLANES OF EXISTENCE,
A urn Alteration
Range: Touch
Duration: Special
Area of Effect: Individual
Strength Point Cost: Spectbl
Saving Throw: None
Explanation/Description; Aura alteration is a power which con be used
two different ways: it con be used to change the personal aura of the
individual (to disguise true alignment and show one which is different
from the actual) or it can be used io recognize and alter unfavorable
(cursed, geased, or quested) oura in another. The strength point cost for
the former application is 10 points per factor change (good/evil,
evil/good, neutral/evil, evil/neuiraf, neutral/good, good/neurral,
lowful/chaotic r chaotic/lawful, etc.). A neutral character wishing to
Aura
curse
geas
quest
Strength Point Co tt
V* point/level of curse
V* point/level of magic-user
1 point/level of cleric
(round all fractions up to the nearest whole number)
Actual removal of the undesired aura costs fl limes the recognition cast-
Body Control
Range: 0
Durotion; J fum//eve J of mostery
Area of Effect: Individual
Strength Point Cost: 2/tum
Saving Throw: None
Explanation/Description: This devotion allows the possessor to exist in
hostile environments or elements or wilhstond substances or radiailons
destructive to his or her body, viz. cold, heot, poisonous gases, acids,
flame, etc. For each level of mostery the possessor can wilhstond what
would normally inflict 1 hit die of damage to his or her body in a single
exposure. Thus, at 2nd level of mastery burning oil would not affect the
individual. The duration of such body control is 1 turn maximum for each
level of mastery. For example, the 2nd level of mastery psionic mentioned
above could wilhstond burning oil for 2 turns. This discipline allows
breathing under water at 1 st level.
Strength Point Cost: 10
Saving Throw; None
Range: 0
Duration: Instantaneous
Area of Effect: Individual
Explanation/Description: This psionic power is basically the same as the
magic-user spell, drmension door (q.v,),
i/im«niion Tram
Range: 0
Duration: Time of concentration
Area of Effect: Individual
Strength Point Cost: ?/rurn
Saving Throw: None
Explanation/Description: Dimension walk is the name for the psionic
discipline which enables the possessor to move through the dimensions,
by inter-dimensional travel, rather than along them. Thus great distances
can be covered in short periods of time. The base distance covered by 1
turn of dimension walking is 7 leagues, i.e. 10 minutes of travelling time
for 21 miles. However, this mode of travel is difficult for the
inexperienced, and even misleading to some experienced travelers. There
ts a 10^ chance that the walker will go in the wrong direction, the
opposite of Ihoi desired. This 10% is reduced by \% for every level of
mastery of the science above the 1st, to a minimum risk of t%ot 10th level,
but there is always that 1% chance of going in the wrong direction.
Furthermore, dimension walking is always a journey fraught with
missteps, and this causes differences in Ihe lime required to travel the
desired distance; usually longer at low maslery levels but sometimes
shorter at high levels of mastery. Each level of mastery is based on 700
leagues of travel.
Level
Time Alteration
%
of Mattery
91-20
21-45
44 75
76-90
91-00
first, second
+ 20C
+ 150
+ 50
0
0
third through fifth
+ 150
+ 100
+ 25
0
0
sixth, seventh
+ 100
+50
+ 10
0
0
eighth
+ 50
+ 25
0
0
-10
ninth
+ 25
+ 10
0
-10
-25
tenth
+ 10
0
0
^25
■50
Percentile dice are rolled at journey's end Whether the traveller went in
the wrong direction or not, the dice are rolled to determine the alteration
114
PSIONICS
phonics
■n the time required to travel the desired distance. Example: the psionic
individual is at 4th level of mastery and desires to dimension wolfc to on
island 600 miles distant (east), The distance of 600 miles is 200 leagues, Of
about 29 turns travel time. The 2d20 are rolled twice, once to see if the
character went the wrong direction (7% chance io go west), once to see
how long the trip actually took — o result of 3fl in this case indicates that
the trip was 100% longer than the base role, so it took 58 turns {560
minutes, or 9 hours and 40 minutes). No hostile encounters occur during
dimension walks.
Energy Control
Range; 0
Duration: Special
Area of Effect: 10' radius of individual
Strength Point Cost: Specrol
Saving Throw: None
Explanation/Description; This science allows the possessor to channel
energies directed at or in the presence of his or her body so as to moke
such energies harmless or dissipate them. If a spell or energy weapon
[fiery breath, lightning, cold, etc.) is direcled towards the psionic
individual's area, it will not harm him or her provided the individual
expends 1 strength poinl per spell level (or die of damage normally
delivered by the energy).
Strength Point Cost: 6/turn
Saving Throw: None
Range: 0
Duration: Time of Concentration
Area of Effect: Individual + Special
Explanation/Description: This discipline enables the psionic to shift his
material body to an eihereal state. At each level of mastery the possessor
of this ability is also able to cause up to 50 gold pieces weight of material
which he or she is touching to likewise become ethereal, i.e. 50 g.p.
weight at 1st level of mastery, 100 g.p, weight ol 2nd, 150 at 3rd, etc. The
ethereal individual is able to function on the Ethereal Plane. (For details of
this see APPENDIX IV: THE KNOWN PLANES OF EXISTENCE, } He or she
can likewise alter bodily vibrations to materialize in the various planes
touched by the Ethereal ( the Elemental and Positive ond Negative Material
Planes).
Mais Domination
Range: 3"
Duration: Special
Area of Effect: Special
Strength Point Cost: Special
Saving Throw: Neg.
Explanation/Description: Mass domination is the power of being able to
dominate (see MINOR DEVOTIONS, Domm at ianj up to 5 creatures ai one
time and to do so for extended periods of time. At each Level of mastery,
the possessor of this ability is able to use the power of an additional
level/hit die creature, i.e. at 1st level of mastery the power affects up to 5
creatures of 2nd level or 2 hit dice, etc. Mass domination lasts far 5 turns
per level of mastery of the psionic exercising the science. It requires 10
strength paints to contact the minds to be dominated, and 1 additional
strength point par level/hit die of creatures dominated to establish the
command. Thereafter, there is no additional expenditure of sirength while
the duration of the domination lasts. Creatures under a mass domination
attempt are entitled to a saving throw versus magic to determine if the
power affects them. Such saving throws are made ot -4 on the dice.
Reduce the period of domination by 1 lurn for every point of intelligence,
wisdom, and/or chorismo over 14 possessed by each affected creature,
Creatures under the influence of moss dommofion will never act in any
manner which is obviously self-destructive or against their baste nature.
Mind Bar
Range: 0
Duration: As set by individual
Area of Effect: Individual
Strength Point Cost: 5/doy
Saving Throw: Special
Explanation/Description: The science of constructing a mind bar protects
the individual from such magical attacks as charm, confWon, FSP, fear,
feeblemind, magic for, sleep, suggestion. It prevents the possessor from
suffering telepathic influence or possession by such creatures as demons
or devils. Psionic {or magical) powers of domination (any form), empathy,
hypnosis, or telepathy do nol work againsi an individual with a mind bar;
and he or she can see a psionic trying to use the discipline of inv7sib//rry. A
mind bar can be placed upon the physical body while ostratly projecting.
The chonce for success of a mind bar is 10% per level of mastery, i.e. 100%
at 10th level. At 1 1th level of mastery and beyond, there is a 10% per level
chance lhat the possessor of this power will be able la locate the source of
any attack upon his or her mind the Instant It is made, and this includes
psionic attacks, os well as attempts to magjc jar or possess him or her (in
the two tatter cases this means identification of the magic far or amulet of
the being attempting the attack!).
Strength Point Cost: SO
Saving Throw: None
Range: 1"
Duration: Permanent
Area of Effect: Special
Ex plana I ion /Description: By exercise of this science, the possessor is oble
to alter the molecular arrangement of an item so as to make it weak and
fragile and easily broken. The ability increases with each level of masterv
as shown below:
Level of Mattery
first
Able lo Manipulate the Equivalent of
thin cord
i leather thong
fourth
thick wire, 1/12' thick wooden board
fifth
light Iron choin, 1/6' thick wooden
board
sixth
heavy iron chain, light steel chain
seventh
stock and shackles, 1' thick wooden
board
eighth
iron bar of 1/12' diameter, heavy steel
chain
tenth
eleventh
twelfth
thirteenth
2' thick stone wait [man-sized hole)
rnogkal chain armor, magical dagger
mogicol splint armor, magical mace
magical shield, magical axe or flail
The science requires 1 round to exercise the moiecutor man/puJotfon. All
magical items so attacked are entitled to a saving throw versus magical
fire, wtlh each bosic + 1 giving the item + 1 on the saving throw dice.
Molecular Rearrangem
Range: Touch
Duration: Permanent
Area of Effect: Specie/
Strength Poini Cost: Special
Saving Throw: None
Explanation/Description: This science allows the possessor to rearrange
the molecules of metals so as to transmute one to another. Up lo 10 gold
piece weight of metal can be transmuted per level of mastery, The
change, however, is dependent upon the relative softness of the metals
involved, and the level of mastery of the psionic as well,
Met oIp Which con be Affected
gold, lead, and others very soft
copper, silver, tin, zinc, et> al.
(brass)
platinum, nickel, iron, el. al.
(bronze)
Level of Mattery
first through third
fourth through sixth
seventh through ninth
tenth through twelfth
thirteenth through fifteenth
sixteenth ond up
The cost is 1 strength point per gold piece weight changed. This science is
so demanding that it con be exercised only once per month.
Miihril, steel alloys
Probability Travel
Range: 0
Dura lion: Special
Area of Effect: Spec/of
Strength Point Cost: Special
Saving Throw: None
115
PSSONICS
PSIONICS
Explanation /Description: Probability travel is a form of osfraf projection,
but ii actually brings the body of the probability traveller, and possibly 1 or
mar© others, to the planes outside the Prime Material. When this science is
exercised, the individual Is able to cross into parallel worlds or various
planes, including those normally reached by the Emereof Plane, as that
plane con be reached and then used to get to those ii touches upon. The
cost is 10 strength paints per world or plane entered or crossed. At 5th level
of mastery ihe possessor con bring up to 2 other persons with him or her at
on additional strength point expenditure of S points per person per world
or plane; and at tOih level up to 8 other persons con be brought along at a
cost of 2 points apiece. Note that this form of travel does offer the hazard
of ending up in a place not desired, There is a basic 20% chance at 1st
level of masiery, and the risk declines of 1 % per level thereafter.
Telekinesis
Ra nge : 3" + V Vteve I o f masfery Stren gth Point Cost ! 3/ro und
Duration: Spec ial So v Ing Throw: None
Area of Effect: Special
Explanation/Description: This ability resembles the magic-user speU
reJekinesis (q.v,), The psionic individual is able to use the science to
mentally move [tetektnese) objects weighing up to a maximum of 30 gold
piece weight equivalence,, cumulative, per level of mastery, i.e. 30 g.p.
weight at 1st level of mastery, 90 g.p. (30 + 60) at 2nd, 180 g.p. (30 + 60
+ 90) at 3rd, 300 g.p. (30 + 60 + 90 + 120) ot 4th, 450 g>p. (30 + 60 + 90
+ 120 + 150) at 5th etc. Duration is a function of the psionic strength of
the individual The object to be te'efemesed must be in clear sight of the
psionically endowed individual,
Telempothk Projection
Range: f" Strength Point Cost: Special
Duration: J round/level of mastery Saving Throw: Speciol
Area of Effect; I " wide path
Explanation/Description: This science is similar to the devotion of empathy
(q.v,). However, the possessor is able to send on emotion et. al
Telepathy
Range: Special Strength Point Cost: I/round
Duration: Time of Concentration Saving Throw: None
Area of Effect: Special
Explonotion/Descriplion: This discipline allows the possessor io communi-
cate mlnd-to-mind with any other creature with intelligence of 5 or
greater. This obviates the need for knowledge of the language of the
creature. The creature to be communicated with must be in sight or be
well-known mentally by the possessor of this science. In the latter case
distance is not o factor as long as the telepath ond the receiver are on the
same plane of existence and not separated by distances greater than
106.000 miles {1 light second). Tefepofhrc waves can traverse greater
distances only If all Individuals involved are telepathic. Note that
muliiple-mind communications by lelepathy are possible, While normal
communications are possible, no special form of influence is gained by the
exercise of telepathy.
Telepathic Projection
Range: Special Strength Point Cost: Special
Duration : Time of Concentration Savi ng Throw: Neg.
Area of Effect: Specraf
Explanation/Description: Telepathic projection enables both lelepathic
communication, but only with other creatures endowed with telepathy or
ESP (el Telepathy), and telepathic suggestion. The former is accomplished
at a strength point cost which is identical to telepathy (q,v.)
The latter allows the possessor io either implant a suggestion (exactly as
per the spell of the same name) in one or more creatures' minds or
attempt to actually possess the mind of a single creature. The influence
function of telepathic projection requires that all creatures contacted be
within sight range of the psionic individual, or within a distance equol to
6" + l'Vlevel/level of the individual if the minds are known. (Thus, 7" at
1st level, 9" at 2nd level, 1 2" at 3rd level etc, -6+1, 6+1+ 2, 6+1
+ 2 + 3 P 6 + 1 + 2 + 3 + 4, and so on,) Likewise, the number of
creatures influenced is based on ihe level of mastery, being 1 level/hit die
of creatures per level of the psionic, cumulative, i.e. 1 level/hit die ot 1st
level, 3 levels/hit dice at 2nd, 6 levels at 3rd, etc. The cost for influence is
dependent upon which tack is taken, Suggestion requires 1 point per
level/hit die for contact, 1 point per level/hit die for Implantation of the
suggestion. Possession requires 2 points for every point of intelligence i
and 1 for every point of wisdom and charisma, of the creature io be
possessed. All influence is subject to Ihe right of ihe influenced to make a
soving throw versus magic, and if this is successful, neither suggestion nor
possession are successf u I .
an ape Mirerarion
Range: 0 Strength Point Cost: Spec/a/
Duration: UnfH ogam altered Saving Throw: None
Area of Effect: Individual
Explanation/Description: The science of shape alteration closely
resembles the magic- user spell, polymorph self. The reader is referred to
that spelt for informalional purposes. By means of this discipline, the
individual is able to alter his or her body size, form and composition to
nearly any other, Ihe garments ond equipment he or she wears and carries
being altered to conform to parts of ihe new body shape assumed. Note
that shape alternation bestows the norma! means of respiration and
locomotion of the new form assumed, and strength proportionate to the
size and characteristics, but no other characteristics peculiar to a certain
life form are thus gained, i.e. assuming the shape of o red dragon does not
allow ihe individual a fiery breath weapon. Noie also thai the new shape
might preclude the use of weapons, spells, etc. The strength point cost for
shape oJrerot/on is 3 points, plus any of the following additional costs:
Alteration
each + A 1,000 g.p. weight equivalent
in a body
vegetable material io animol
material or vice versa*
mineral material lo vegetable
material or vice versa*
mineral maierial to animol material
or vice verso*
Strength Point Cost
1/1 ,000 g.p. weight equlvaleni
1/100 g.p. weight equivalent
2/100 g.p. weight equivalent
3/100 g.p. weight equivalent
• includes alteroiion of garments and equipmeni if any class exceeds 50
g,p, weighi.
Example; The psionic individual wishes to make a shape alteration to
become a red dragon. The individual is a fighter wearing/ carrying 200 g.p.
weight equivalent of vegetable material and 500 g.p. weighi equivalent of
mineral material. The latter odd 19 points of psionic strength cosis to the
basic cost of 3, or 19 + 3 = 22. The dragon size desired is assumed to be
about 5 tons, or 10,000 pounds, or 100,000 g.p. weight equivalent. This
means that 100 psionic strength points are required here, and ihe total cost
for the whole alteration Is 122 points. Assuming the individual has this
strength, the equipment etal. would become pans of the dragon shape —
the armor scales, weapons claws, etc.
T s I spo rt alien
Ra nge: 0 Strength Po i n t Cost : 20
Durallon. msfonraneous Saving Throw: None
Area of Effect: Individual + special
Explanation/Description: This discipline is very similar to the magic-user
spell, tefeport (q.v.), The only mo|or difference is that psionic energy
points must be expended to use the power. A\so, if points above the
required 20 are expended, the psionic individual is able to alter the
percentage probabilities of mis-leleporting {coming in too low or loo high)
by 1% per additional psionic strength poini expended either to correct low
and/or high mis-teleporting.
PSIONIC COWBAT
During psionic combat the creatures involved can engage in no other
activity. The procedure is as follows: Combatants select Iheir defense
modes, attack modes, and opponent (if multiple creatures per side are
involved). This information is recorded, and the defenses and attacks are
116
PSIONICS
BARDS
matrixed to determine results. Expeditures for defense, attack end comboi
losses ore noted and taken from the appropriate totals of involved
creatures. Psionic combat lakes place at a rale of \ exchange per segment,
10 exchanges per melee round
If the attention of a creature is distracted by physical attack or spell
damage or effect (such as charm, hofd, etc.) it cannot engage in attock,
although its defenses remain.
Non-psfonic creatures can be attacked psionically only by attack mode A.,
psrorMC b/asf. This attack mode cannot be used by distracted creatures as
shown above.
MULTIPLE PSIONIC OPERATIONS
Psionic creatures can operate together to increase the range of psionic
disciplines where range is a factor and such increase is otherwise possible.
Where applicable, the multiple individuals link their minds and this then
adds a cumulative 50% to the range of the discipline, so that 2 individuals
operating together have 200*4 of the range normally possible. However,
range base is always that of the weakest individual in the group. It is
possible for 2 or more creatures to operate to Increase psionic combat
powers. Such operation must be in "series", with the additional creatures
adding 20% of their total strength (alf frociions rounded up) to ihe next
individual in the chain. Example: Creoture A has 100 points of sirengrh, so
20 points are transferred to creature B to bring its total to 140, and B then
transfers 28 points to creoture C whose base strength is 130 points but now
has 158 points, andC passes 158 X .20, or 32 points to creature D, AH series
should feed from weakest to strongest. Only the finol link in the series con
airock or be attacked, but all creatures in the series will be affected by
whatever happens to the final link individual. The final creature attacks
and defends for all m the series link.
USE OF PSIONIC POWERS
Use of psionic powers, or related magic spells (such as dairaudience,
c/oirvoyonce, ESP, detection, ievitation. etc ) does not attract the attention
of creatures (or monsters} with psionic powers unless they are within
range and attuned I o such activity. A perusal of ADVANCED DUNGEONS &
DRAGONS. MONSTER MANUAL, will reveal which sorts of creatures ore to
be expected and guarded against if psionic powers are exercised.
RECOVERY OF PSIONIC STRENGTH POINTS
Psionic strength points expended in any way can be restored by refraining
from any psionic activity for varying periods. Of course, psionic disciplines
which do not require continuing strength point oullay to maintain their
effects can be in operation during recovery periods. The rate of restoration
of psionic strength points depends upon the physical activity of the
Bards Table I:
Experience Points
Experience
Level
individual during the period. Note attack and defense points ore
considered as strength paint, as it Is quite possible to have disparate
amounts of one or the other of these points after combat.
Phytkol Activity*
hard exertion
walking and J ike activity
sitting and talking or reading
Psionic Strength
none
3 points/hour
6 points/ hour
12 points/hour
24 points/hour
•The least favorable class must always be used for each hour of lime spent
in restoration of psionic strength.
Note that there are 6 turns in an hour, but no points can be recovered in
less than one-hour periods.
APPENDIX II: BARDS
As this character class subsumes the functions of two other classes, fighters
and thieves, and tops them off with magical abilities, it is often not
allowed by Dungeon Masters. Even though this presentation is greatly
modified from the original bard character class, it is offered as
supplemental to the system, and your DM will be the final arbiter as to the
inclusion of bards in your campaign.
BARD ABILITIES
A bard must have scores of 15 or better in the following abiliiies: sfrengfh,
wisdom, dexterity and charisma. Furthermore, a bard must have at least a
12 score in intelligence and a 10 in constitution,
BARD RACE
A bard must be human or hnlf-elven.
THE CLASS
Bards begin play as fighters, and they musi remain exclusively fighters
until they hove achieved at least the 5th level of experience. Anytime
thereafter, and in any event prior to attaining the 8th JeveJ, they must
change their class to that of thieves. Again, sometime between 5th and 9th
level of ability, bards must leave off thieving and begin clerical studies os
dry ids; bol of this time they are actually bards and under drutdical
tutelage. Bards must fulfill the requirements in ail the above dosses before
progressing lo Bards Table I. They must always remain neutral but can be
chaotic, evil, good or lawful neutral if they wish.
i-Slded
Dice for
Accumulated
Hit Paints
Lev»l Title
Number of
Spells by Druid
Spell Level
12 3*5
0—2,000
2,001 ^4,000
4,001 —8,000
8,001^- 16,000
16,001 — 25,000
25.001 — 40,000
40,001 — 60,000
60,001—85,000
85,001 — 110,000
110,001 —150,000
150,001 —200,000
200,001—400,000
400,001—600,000
600,001—800,000
800,001—1,000,000
1,000,001 — 1,200,000
1,200,001 — 1,400,000
1,400,001 — 1,600,000
1,600,001 — 1,800,000
1 ,800,001 — 2,000,000
2,000.001-2,200,000
2,200,001—3,000,000
3,000,001 - up
4
5
6
7
8
9
10
11
12
13
14
15
16
17
IB
19
0*
1
3
4
5
6
7
9
10
10+1
10 + 2
10 + 3
Rhymer
Lyrist
Sonneteer
Skald
Racaraide
Joungleur
Troubodor
Minstrel
Muse
lorist
Bard
Master Bard
M. Bordl3ih
M. Bard) 4th
1
2
3
3
3
3
3
3
3
3
3
3
2 -
3 3
3 3
10 + 4 M. Bard 15th !
10 + 5 MBardl6th
10 + 6 M. Bard 17th
10 + 7 M. Bard 18th
10 + 8 M. Bard 19th
10+9 M. Bard 20 1 h
10+10 M.Bard2lst
10+11 M. Bard 22nd
10+ 12 M. Bard 23rd
3 3
3 3
3 3
3 3 3
3 3 3
4 3 3
4
4
A
4
5
5
5
1
2
3
3
3
3
3
3 3
4 3
4 4
4 4
4 4
5 4
5 5
'See notes hereafter.
117
BARDS
BARDS
Notes Regarding Bords Table I:
Experience Points are strictly those gained as a bard, all previously corned
are not considered here.
Experience Level is likewise that of the bard class only. There is no level
beyond the 23rd. The bard gains druidic powers os a drgid of the same
level, with rhe exception of druidic spells as explained below.
6-sided Dice for Accumulated Hit Points shows an asterisk after the initial
"0" to Indicate that the bard has as many hit dice as he or she has
previously earned as a fighter (plus the possible addition of ihose earned
os a thief if that class level exceeds the class level of fighter). All bard hit
dice (and additional hit points) are additions to existing hit dice — none
are tost for becoming a bard.
Number of Spells by Druid Spell level shows the number and level of druid
(cleric) spells which the bard is able io use during one day. The bord
selects which spells he or she wishes to have for that day (praying to see if
his god will grant them) and casts them exactly as a druid of that level
would, but never beyond the 12th level of druid ability until the 23rd level
is reached. 23rd level bords cast their spells at J3th level druid ability.
Bards can read scrolls which contain druid spells.
Bards Table II:
Lev«l of
Additional
Language!
Known
Charm
Legend Lore and
Hem Knowledge
5
Mac-
Fulrmidh
0
30%
13%
6
Mac-
Fu frmidh
T
32%
16%
Mac-
Fuirmidh
1
34%
20%
40%
25%
10
Doss
1
44%
35%
11
Canoith
0
50%
40%
12
Canaith
1
53%
45%
Canoith
1
56%
50%
S
0
60%
55%
16
Cll
1
66%
65%
17
Anstruth
0
70%
70%
18
Anstruth
1
73%
75%
Anstruth
1
76%
80%
1
Ollamh
1
80%
85%
22
23
Ollamh
ftaai
Z
95%
99%
Notes Regarding Bards Table II:
Coffege is the important distinction to a bard, and he or she will not
associate with a bord of a lesser college. The exception to this rule are the
Magna Alumnae who will happily aid {by advice and suggestion) ony
other bord of any level
Additional languages Known shows the number of new languages the
character gains upon achieving each level. Unlike other characters, the
bard need not study to learn these new tongues — this is subsumed as
previous work. The asterisk al 1st level Is there to indicate that the
character already knows certain languages from previous classes.
Charm Percentage Is the chance the bard has of successfully casting a
charm person (or charm monster) spell wiih his ar her music. This
charming ability does not negate any immunities or the saving throw
versus magic.
legend Lore and Hem Knowledge Percentage shows the chance that the
bard has of knowing something about a legendary person, place or thing
or of knowing what a particular mogrc item is. The latter ability is limited to
weapons, armor, potions, scrolls, and those items of magical nature which
the bard can employ or which bear magical inscriptions; for all bards know
runes, glyphs, characters, symbols, etc. Naturally, any knowledge gained
by bords while in their former classes is also retained at all levels.
lords Table 111: Armor and Weapons Permitted
Armor
leather or
magical
chainmail
only
Shield
none
Weapons*
club, dagger,
dart, javelin,
sling, scimiter,
spear, staff,
sward**
on
yes
Pol ion
never
(except by
neulral evil
bards}
includes any magical weapons of the named type
** bastard, broad, long, short
A bard always engages in combat at the level he or she attained as a
fighter. A bard is able to function as a thief of the level previously
attained. All saving throws are made on the most favorable table, with the
actual bard level considered os that of a druid. He or she must always have
o stringed instrument.
The bard's poetic ability raises the morale of associated creatures by 10%.
It likewise con inspire ferocity in attack, so hit probability die rolls are
given a bonus of +1. Both of these characteristics require 2 rounds of
poetics to inspire the desired effect, i.e. 2 rounds of poetics will raise
morale and cause ferocity, but 1 round will do neither. The effects last for 1
complete turn, Note that while engaged in this activity, the bard con
engage in melee combat but not in any singing or spell casting.
A bard's singing and playing negates (he sang effects of harpres and
prevents similar attacks which rely upon song. It will likewise still the noise
of shriekers, for these creatures are soothed by the vibrations of the bard's
instrument.
The singing and playing of the bard likewise hos a chance of charming
most creatures, Creatures within 4" of the bard must be diced for if they
are not already associated with the bard and those possibly affected (See
Table II) must save versus magic or be charmed and sit entranced while
the bard sings. Note thai even those creatures noi charmed will listen to
the bard's singing ond playing for 1 full round, Charmed creatures are
subject to suggestion (as if it were the spell of that name) from the bard,
and if the bord implants a suggest/on in his singing, the charmed creatures
must save versus mogic at -2 on their dice rolls or be subject to the full
impact of the suggestion. Those which save are totally free of the bard's
musical charming, however. The charming can be attempted on the same
creature but once per day. Loud noise or physical attack will immediately
negole charming, but not suggest/on.
Due to training, a bard has knowledge of many legendary and magical
items after 1st level of experience, and this knowledge increases os the
bord progresses upwards in level. If some legendary knowledge is
appropriate and the dice score indicates that the bard hos knowledge in
the area, then his or her ability will deliver information similar to the
magic-user spell, legend lore (q.v.). Without actually touching an item, the
bard also hos a like chance of determining its magicol properties and
alignment. This latter ability is limited to:
armor
misc. weapons
misc. magic items — if usoble by a druid, fighter or thief*
potions
rings
rodsetol. — if usoble by a druid, fighter or thief*
scrolls
swords
'unless inscribed with magicol writing, in which case the bard can read
what is written at the very least
Artifacts and relics are legendory In nature and not considered as
miscellaneous magic items.
Except as previously noted, bards are able to use magic items which are
permitted to druids, fighters ond thieves. Magical books/librorm/tomes
which pertain to drufds, fighters, or thieves are also beneficial (or baneful)
to bards, and these irems can raise fighting or thieving ability of a bard
beyond the norm. (If a writing is baneful, treat the bard os the leost
118
BARDS
CHARACTER ALIGNMENT GRAPH
favorable of his three classes,) Miscellaneous magic ilems of o musical
nature are superior when employed by a bard:
Drums of" Panic — Saving throw ts made at □ -1 on the die
Horn of Blading — 50% greater damage
lyre of Building — Double effects
Pipes of the Sewer — Double nu mber of rots in one-holf
the usual rime
Bards will never serve another as o henchman for longer than 1 to 4
months. They are unable to employ henchmen olher than drulds, fighters
or thieves of human, half-eleven, or elven race. It is possible for a bard to
have 1 henchman upon attaining 5lh level, 2 henchmen can be
maintained upon reaching 8th level, 3 at 1 1th, 4 at 14th, Sat 17th, 6 at 20th
ond any number at 23rd. This is subbed to the bard's charisma rating, of
course. On ly bards of 23rd level wil I settle down and construct a stronghold
of any sort.
Note: If bards are permitted in your campaign, there is a possibility
ihai your DM will also include certain magical items usable
only by bards.
APPENDIX III: CHARACTER ALIGNMENT GRAPH
119
THE KNOWN PLANES OF EXISTENCE
THE KNOWN PLANES OF EXISTENCE
APPENDIX IV: THE KNOWN PLANES OF EXISTENCE
There exist an infinite number of parallel universes and planes of
existence in the fantastic "multi verse" of ADVANCED DUNGEONS &
DRAGONS, All of ihese "worlds" co-exist, but how "red" each is depends
entirely upon the development of each by ihe campaign referee. The chart
and explanations which follow show only the various planes lied lo that of
normal existence. The parallel universes ore not shown, and their
existence might or might not be actual.
THE INNER PLANES 1-&
1. The Prime Material Plane (or Physical Plane) houses the universe
ond all of its parallels. It is the plane of Terra, and your campaign,
in all likelihood.
2. The PosWve Material Plane is a place of energy ond light, the place
which is the source of much that is vital and active, the power
supply for good.
3. The Negative Material Plane Is the place of anti-matter and
negative force, ihe source of power far undead, the energy area
f rom which evil grows.
4. The Elemental Plane of Air.
5. The Ele men tal Plane of Fire.
6. The Elemental Plane of Earth.
7. The Elemental Plane of Water.
8. The Ethereal Plane is thai which surrounds and touches all of the
other Inner PJones, the endless parallel worlds of the universe,
without being a part of any of them. Any creature able to become
ethereal and then return io material form can use this plane io
move from one io another of the Inner Planes; this is explained
fully in the following paragraphs,
THE OUTER PLANES: 9-25
9. The Astral Plane radiates from the Prime Material to a non-space
where endless vortices spiral to the parallel Prime Material Planes
and to the Outer Planes as well Thus, this plane can be used fa
travel the unjverse(s) or to rhe Oufer Planes which ore the homes of
powerful beings, the source of alignment (religious/philosophi-
cal/erhical ideals), ihe deities. Note that the Astrai Plone touches
onty ihe upper layers of ihe Oufer Pfones. Use of this plane is
10. The Seven Heavens of absolute lawful good.
1 1 . The Twfn Paradises of neutral good f awful*.
1 Z The planes of Elysi um of n eutra I good.
13. The Happy Hunting Grounds of neutral goad chaotic*.
14. Th e p la nes of Olympus of abso I u le good c haati cs,
15. The planes of Gladsheim (Asgord, Valhalla, Vanaheim, etc.) of
chaotic good neutrals.
16. The planes of limbo of neutral (absolute) choos (entropy).
1 7. The Planes of Pandemonium of chaotic evil neutrals.
1 8. The 666 layers of the Abyss of absolute chootic evil.
19. The planes of Tarferus ofevrl chaotic neutrals.
20. Nodes' 'Three Glooms" of absolute (neutral) evil.
21 . The furnaces of Gehenna of lawful evil neuirols,
22. The Nine He Ih of abso I u te la wf u I *v I (.
23.
24, Nirvana of absolute (neutral) lawful*.
25, The pla nes of Arcadia of neutral good lawfu I s.
ETHEREAL TRAVEL
A character can achieve rhe ethereal stale by various means which Include
magical omtment [off of emereame&sj, magical items, magic spells and
psionic discipline, H is possible to move to or about any plane which the
Ethereal Plane permeates, and it is also possible to move from plane to
plane ethereally.
All movement and travel in the Ethereal Plane is subject to certain hazards.
Some monsters are able to function partially in this plane. Some monsters
roam freely in the Ethereal Plane. The worst hazard, however, is the ether
cyclone, a strong moving force which can cause the Individual to enter a
different world or plane or become lost in the ether for many, many days
when it blows across the stretches of this multi plane.
Ethereal trove I is tireless and rapid. Creatures in ethereal state need
neither food, drink, rest, or sleep.
Your referee has complete tables for encounters in the Ethereai Plane os
well as for movemeni of the ether cyclone ond its results.
ASTRAL TRAVEL
Astral travel is possible by various means Including magic spells and
psionic discipline. The Astral Plane touches only the endless Prime
Material Plane and the 16 "first levels" of the Outer Planes. The Astra/
Plane does not touch any of the Inner Planes other than the Prime Material
Plane. It is possible ro move about in or to any of the universes or ro the
first level of the Oufer Planes by means of astral trove! \
Travel on the Astro J Pfone con be dangerous due to the functioning or
presence of monsters in or upon the plane. The psych ic wind is the most
dangerous, however, for it can either blow the traveller about so os to
cause him or her to become lost (thus coming to some undesired world or
plane or be out of touch for many days) or snop the silver cord (cf. astro/
spefl, astral projection) and kill the individual irrevocably,
As with ethereal travel, movemeni through ihe Asfral Plane is speedy, ond
while there the individual needs no food, drink, rest or even sleep.
Along with ethereal encounter and irovei Sables, your DM has similar
information pertaining to like activities on the Astral Plane, This
information will be revealed to you through experience (and possibly by
other means) as the need arises.
ETHEREAL AND ASTRAL COMBAT
(t is possible to cast spells, melee, etc. on either the Ethereal or Asrraf
Plane. These activities generally affect only others on Ihe some plane, but
con affect other creotures who exist partially or function on either or both
planes. AAagic spells con be cast from the Ethereal to the Prime Material
Plane, but noi from the Astro/ to the Prime Material, except as noted
above.
Certain magic weapons will remain magical in either of ihese planes, but
some will not, so be prepared for the worst. Only very powerful creatures
(demon princes, arch devils, godlings, gods, etc.) can da more thon
destroy the astral body, causing the silver cord to return to the material
body ond preventing further astro I travel for o period of time- Very
powerful beings might be able to snop the si!ver cord, ihus killing the
astral and material bodies simultaneously. Ethereal combat damage is
actual damage. Note also that all is lost if the material body Is destroyed
while the astral body is in that plane.
The nether planes of Acheron of lawful evil neutrals.
120
THE KNOWN PLANES OF EXISTENCE
THE KNOWN PLANES OF EXISTENCE
1 PRIME MATERIAL
2 POSITIVE MATERIAL
3 NEGATIVE MATERIAL
ELEMENTAL
PLANES OF:
4 AIR
5 FIRE
6 EARTH
7 WATER
8 ETHEREAL
PLANE
FIG. 1
121
DIVISION OF TREASURE
DIVISION OF TREASURE
APPENDIX V;
SUGGESTED AGREEMENTS FOR DIVISION OF TREASURE
1. Equal shares (share and share alike) is a simple division by the lota I
number of characters Involved.
2. Shares by Jevel is a division whereby all* character levels of
experience are added and The total treasure divided by this sum.
One share of treasure is given for each experience level.
3. fqua/ shares p/us bonus is a method to reward excellence end
leadership. Treasure is divided by the sum of all characters, plus
two or three. The outstanding character or characters, as
determined by vote, each gain one extra share.
*For multi-classed characters add one-half of the lesser class(es)
levels 1o the greater class levels to determine total experience
levels for the division of treasure. Characters with two classes
receive shares for the class levels they are perm if fed to employ (ci
THI CHARACTER WITH TWO CLASSES),
1. Non-pioyer characters who are henchmen of o player character
count as one-half character or for one half of their levels and
cannot gain bonus shares.
2. A character incapacitated or killed (but subsequently brought back
to life) is eligible to share on3y in treasure gained prior to such
incapacity or death.
3. Characters who are uncooperative, who obstruct the party, attack
party members, or are the proximate cause of the incapacitation or
death of a party member shall forfeit from one-quarter to all of
their share(s) as penalty for their actions.
Magical Treasure
While it is a simple matter to total coins and precious items which con be
sold for on established amount of money, the division of magic Items is far
more difficult. It is therefore necessary for party members to determine
how magic will be divided. As the number of items which will be gained is
unknown, selection of a system of division is not possible until after the
adventure is concluded,
1 . if but one or two (terns of mag^c ore gomed these can be grouped
singly or paired to equal a share of treasure. If one is of relatively
small worth, it can be grouped with money to equal one share.
2. Three or more magic frems;
a) best item
b ) next best item
c) third + fourth items
d) "x" amount of money as compensation for not getting any
magic items
3. Three or more magfc items, alternate method:
a) best item
b) second item + "x" amount of money
c) fourth item + "3x" amount of money
Magic items thus pore el led are then diced for r the character wiih the
highest roll selecting first, and then the second highest scoring character
choosing next, etc. It Is suggested that each character be given a number
of rolls equal to his or her level of experience, the highest of these rolls
being the one retained Non-player character henchmen are typically
allowed but a single roll,
Variations on the above systems are, of course, possible. Systems should
always be established prior to the inception of the adventure whenever
possible,
122
ADYAICED
Bf mm & DRAGOHS
PLAYERS HANDBOOK
REFERENCE SHEETS
1?78 — TSt
THE MONETARY SYSTEM
The bask unit of exchange Is the go/d piece (g.p. hereafter). There ore
coins of lesser and greater value, and ihese ore shown an the fable below,
II is also common To use gems of various sorts and values as coin.
tO copper pieces (c.p.)
20 silver pieces (s. p.)
2e1ectrumpieces(e.p.)
1 plolinum piece (p.p.)
- 1 silver piece
= i g^p.
= 1 g.p.
= 5g*p.
Thus:
200c p. = 20 s.p, = 2ep. = 1 g.p. = 1/5 p.p.
It is assumed Thai the size and weight of each coin is relatively equal to
each aider coin, regardless of type.
STARTING MONEY
Cleric
Fighter
Magic-user
Thief
Monk
30-180 g.p. (3d6)
50-200 g.p. (5d4)
20-60 g.p.(2d4)
20-120g.p.(2d6)
5^20 g.p.(5d4)
BASIC EQUIPMENT AND SUPPLIES COSTS
Armor
Banded
Chain
Helmet,
Helmet, small
leathi
90 g.p,
IS g.p.
lOg.p
5 g.p
4g.p
Ring
Scale
Shield, large
Shield, small
Shield, small, wooden
Splinted
30g,p.
45 g.p,
15 g.p.
10 g.p.
1 SP-
80 g.p.
400 g.p.
Studded
Armi __
Arrow, normal, single
Arrow, normal, dozen
Arrow, silver, single
2s.p.
1 g.p.
igp.
Javelin
Lance
Mace, footman's
IQs.p.
6 g.p.
8 g.p.
A*e, bottle
Axe, hand or throwing
Bardiche
5 g.p.
1 g.p,
7 g.p.
Mace, horseman's
Morning Star
Partisan
A g.p.
5gp.
lOg.p.
Bee de carbin
Bill-Guisarme
Bow, composite shori
Bow, composite, long
Bow, long
Bow, short
6 g.p.
6 g.p,
" 9 P
100 g.p.
60 g.p.
15 g.p.
Pick, Military, Footman'*
Pick, Military, horseman's
Quarrel (or Bolt), fight,
single
Quarrel (or Bolt), heavy,
8 g.p.
5gp^
3gp.
1 s.p.
Crossbow, heavy
Crossbow, light
Dagger and scabbard
20 g.p.
12 9 P.
2 gp-
score
Rongeur
Scimitar
2gp.
4g.p.
15 g.p.
Don
Fauchard
Fa u chard — Fork
5s.p.
3g -p.
Sg.p,
Sling & Bullets, dozen
Sling Bullets, score
Spear
15 s.p.
10 s.p,
1 g.p.
flail, footman's
Ftail, horseman's
Fork, Military
3 g-p.
Bg.p.
^3P
Speium
Sword, bastard,
& scabbard
3 g.p
25 g.p.
Glaive
Gloive-Guisorme
Gutsarme
6 g.p.
10g + p.
5 g.p.
Sword, broad, & scabbard
Sword, long & scabbard
Sword, short & scabbard
10 g.p.
15 g.p.
8 gp.
Gu isarme — Voulge 7 g.p
Halberd 9 g.p.
Sword, two-handed
Trident
30 g.p,
4 g.p.
Hammer
1 g.p.
Belladona, sprig
Garlic, bud
4 s.p.
5 cp.
Wolvesbane, sprig
10s. p.
Livestock
Chicken
Cow
Dog, guard
3 c. p.
10 g.p.
25 g.p.
Horse, medium war
225 g.p.
Dog, hunting
Donkey
Gaol _
17g.p.
Bg.p.
)
Ox
Pigeon
15gp.
2c p
Hawk, large
Hawk, smoll
Horse, draft
40 g.p.
IB g.p.
30 g.p.
Pig
Pony
Sheep
3 g.p.
15 g.p.
Horse, heavy wor
Horse, light war
300 g.p.
150 g.p.
Songbird
4 c.p.
Miscellaneous Equipment t hemi
Backpack, leather 2 g p.
Bo*, Iron, large
Pouch, belt, large
1 9P
Candle, tallow 1 c.p.
Candle, wax 1 s.p.
Case, bone, map or scroll 5 g.p
Case, leather, map or scrol 1 1 5 s.p
it, woodefv,
it, wooden,
Lantern, bullseye !2gp
Lantern, hooded 7 g.p.
Mirror, large metal 10 g.p.
20
1 gp.
Quiver, 1 score arrows cop 12 s.p
Qurver, 1 score bolts cap. 15 s.p
Quiver, 2 score bolts cap
Rope f 50'
Sack, I.
Sack, si
Skm for water or wine 1 5 s.p.
Spike, iron, large 1 c.p.
Thieves' picks & tools 30 g.p.
Ale. pint
1 s.p.
Mead, pint
5 s.p.
Beer, small, pint
5 c.p.
Rations, iron . 1 week
5g p
Food, merchant's meal
lsp
Rations, standard, 1 week
3gp.
Food, rich meal
i g.p
Wine, pint, goad
10 s.p.
Grain, horse meal, 1 day
Is.p
Wine, pint, watered
5 s.p.
R*llgEou» rtemi
Beads. Prayer
Incense, stick
Symbol, Holy*, iron
Symbol, Holy*, silver
Tack end Hemes*
oin
Symbol, Holy - , wooden 7 s.p
250 g.p,
100 g.p.
Bit and Brid
Harness
Tramped
Barge (or Raft), small
Boat,
Boot, i
Cart
Galley, large
15 s.p.
12 s.p.
50 g.p.
5 g.p.
g.p-
50g.p.
25,000 g, p.
Saddle
Soddle Bags, large
S£Si
10 g.p.
4 g.p
nket
Galley, smoll
Ship, merchant, targe
Ship, merchant, small
Ship, war
Wagon
3 s.p.
10,000 g.p
15.000 g.p.
5,000 g.p.
20,000 g.p.
150 g.p.
123
COMBINED WEAPONS TABLES (SELECTED INFORMATION)
Weapon Type Ap p r o x i m at e Wei ght In Gold Pi *»i Length
Space Spaed
Required Factor
Da mag* ¥t. Opponent
Size S or M Six* I
Arrow
Axe, Bottte
Axe, Hand or throwing
Bardiche
Bee de corbin
BUUGuisorme
Bo Stick
Club
Dogger
Don
Fouchard
Fauchard-Fork
Flail, footman's
Flail, horseman's
Fork, Military
Gterve
Glo) we — Guisarme
Gui&arme
Guisarme-Voulge
Halberd
Hammer, Lucern
Hammer
Jave/jn
Jo Stick
Lance* (light horse)
Lance* \ medium horse)
Lance" (heavy horse)
Mace, footman's
Mace, horsemen's
Morning Star
Partisan
Pick, Military, footman's
Pick. Military, horseman's
Pike, Awl
Quarrel for Bolt), light
Quarrel (or Boh) heavy
Ranseur
Scimitar
Sling bullet
Sling stone
Spear**
Spetum
Staff, Quarter
Sword, Bastard
Sword, Broad
Sword, Long
Sword. Short
Sword, Two-handed
Tri (
HURLED WEAPONS
AND MISSILES
ARMOR CLASS TABLE
Fire
Armor Class
Rate
s
M
L
Type of Armor
Rating
Axe, bond
\
\
2
3
None
10
Bow, composite, long
2
6
12
2)
Shield only
9
Bow, composite, short
5
m
IS
Leather or padded armor
1
Bow, long
2
7
)4
21
Learner or padded armor + shield/
7
Bow, short
2
5
10
15
studded leather/ring mail
Club
1
1
2
3
Studded leather or ring mail + shield/
6
Crossbow, heavy
\k
3
16
24
scale moil
Crossbow, light
\
6
12
18
Scale mail + shield/chain mall
5
Dogger
2 1
2
3
Chain mart + shield/spKnt mail/
*
Dart
3
m
3
banded mail
Hammer
1
i
2
3
Splinl or banded mail + shieEd/
3
Javelin
\
2
4
6
plate moil
Sling (bullet)
1
5
10
20
Plate mail + shield
Sling (stone)
1
4
8
16
1
1
2
} information on these tobies.
124
ABYAICED
PLAYERS HANDBOOK
REFERENCE SHEETS
© 1«*-TSR GAMES
SPELL TABLES
Ljght
lit
Command
Create Wqtf
CureLighi Wound*
Defect Evil
Detect Magic
10
31
12
Remove Fear
Resist Cold
Sanctuory
2nd Level
Augury
Chant
Detect C
Find Traps
Ho ld Penan
Know Alignmenr
Resist Fire
Snake Chprm
Speak Wiih Animols
Spiritual Hammer
3rd Level
An i mole Dead
Continual Light
QealeFoodiWale*
Cure Blindness
Cure Disease
Dispel Magic
Prayer
Remove Curse
Speak With Dead
9
ID
Cure Serious Wounds
Detect Lte
Divination
E tore tie
Lower Water
Neutralize Poison
Protection from
EvihO- Radius
Speak Wiih Plants
Sticks to Snakes
Tongues
5th Level
0
Commune
Cure Critical
Dispel Evil
Ha me Strike
Insect Plague
Plane Shifi
Raise Dead
True Seeing
eth Level
Aerial Servant
Animate Object
Blade Barrier
Conjure Animals
Find The Path
Heol
Pan Water
Speak Wl
Stone Tell
Word Of Recall
7 th Level
Astral Spell
Control Weather
Earthquake
Gate
Holy ( Unholy) Word
Regenerate
Restoration
Symbol
Wtno Walk
DRUIDS (Cl#rl«)
10
n
12
Entangle
Faerie Fire
Invisibility To
Animals
Locate Animals
Pass Wii
Predict W«
Purify Waier
Shillelagh
SpeokWUh Animals
Cure Light Wounds
Feign Death
Fire Trap
Heat Metal
Locate Hants
Obscurement
Produce Flame
NeuiraNze Poison
Plam Growth
Protection From
Pyrot*chnfcs
Snare
Trip
Warp Wood
Summon Insects
Tree
Water Breoih.ng
Radius
Cure Serious Wounds
Dispel Magic
Hallucinatory Forest
Hold Plam
Door
Fire
Protection From
Lightning
Repellnsocts
Speak With Plants
4
5
e
7
B
9
10
Commune Wilh Nature
Control Winds
Insect Plague
Pass Plant
Sticks To Snakes
Transmute Rock To Mud
Wolf Of Fire
ftth Level
Animal Summoning III
Cure Critical Wounds
Feeblemind
;feir S»eds
Transport Via Plants
Turn Wood
Weather Summoning
7th Level
Animate Rack
^Sustorre
Con|ure Earth Elemental
Control Weather
Creeping Doom
Finger Of Death
5 Si or m
Transmute Metal To Wood
125
MAGIC-
10
11
12
13
M
13
Affect Normol Fires
Burning Hnn-di
Chorm Person
Comprehend Languoges
Dancing Lighrs
De lect Magic
Enlarge
Erase
Feather Fall
Find Familiar
Friends
Hold Portal
Identify
Light
2nd Level
Audible Glamor
Continual Light
Darkness 15' Rodlu
Detect Evil
Detect Invisibilny
Foots Gold
Forget
Invisibility
Knock
leomurvd's Trap
Levitate
Locate Ob peer
Magic Mouth
MifTOf I mag*
3rd level
Blink
ClairaudiBnce
Clairvoyance
Dispel Magic
Exptasrve Runn
Feign Death
Fireball
Flame Arrow
Hold Person
Infraction
Invisibility 10* Radius
Leomund's Tiny Hoi
16 Magic Missile
17
1«
1*
30
21
22
23
24
Mending
Message
Nyslul's Magic Agra
Protection From Evil
Push
Read Magic
Shield
Shocking Grata
Sleep
Pyrotechnics
Roy Of Enfeeblernenr
Rope Trick
Scare
Shatter
Slinking Cloud
Strength
Web
Witord Lock
Lightning Ball
Monster Summoning 1
Phantasmal Force
Protection From Evil 10' Rodiui
Protection From Normal Missiles
Charm Mannar
Confusion
Dig
Dimension Door
Enchanted Weapon
extension I
Fear
FlreCharm
Fire Shield
Fire Trap
Fumble
Hallucinatory Terrain
Ice Storm
Massmorph
Minor Globe of
invuineraoiiiry
Monster Summoning 11
Airy Woter
Animal C
Animate
Bigby's Interposing Hand
Claudkill
Conjure Elemental
Cone Of Cold
Contact Other Plone
Distance Distortion
Extent ion It
Foeblemlnd
Hold Monster
Learn una"! Secret Chetl
Magic Jar
Monitor Summoning 111
wioj'aennoiinen s rattnrul
Suggeition
Tongues
Woter Breathing
PI rant rS.PA>utia
Pofymorph Other
Polymorph Serf
Rot/* Mnemonic Enhancer
He move Curse
Wall Of Fire
Wolf Of Ice
Wiiardlye
Passwall
Sione Shape
Telekinesis
Teteport
Transmute Rock To Mud
Wall Of Force
Wall Of Iron
Wall Of Sione
Number
1
2
3
4
S
6
7
S
9
10
n
12
13
14
15
16
17
IB
22
23
24
Ami-Magic Shell
Bigby's Forceful Hond
Control V
Death Spel l
Disintegrate
Enchant An Hem
Extension HI
Geai
Glan
Globe Of Invulne
Guards And Wards
Invisible) Stalker
Legend tore
Lower Water
Monster Summoning l\
Move Eorth
Otkluke's Freezing Sphere
Pan Water
Project Image
7thL.v*l
Bigby's Grasping Hand
Cocodemon
Chorm Plants
Delayed Blast Fireball
Drawmij's Instant
Summons
Duo-D I mansion
Limited Wtih
Mass Invisibility
rVWor Summoning V
Mordenkainen's Sword
Phase Door
Power Word, Slu-n
Reverse Gravity
Antipathy/Sympathy
Bigby's Clenched Flsl
Clone
Glassteel
IncendloryCloud
Masj Chorm
Maze
Mind Blank
Monster Summoning VI
Otto's Irresistible Dance
Permanency
Polymorph Any Object
rWoro\ Blind
>IU
tth leveJ
Astral Spell
Bigby s Crushing Hand
Imprisonment
Meteor Swarm
Monster Summoning vit
Power Wed, Kill
Priimaltt Sphere
Shape Change
Tempo
Time Stop
Wish
Spirirwrack
Stone To Flesh
Tenser's Transformation
ILLUSIONISTS (Magk-Usttrt)
ii
12
1st Level
Audible Glamer
Change Self
Color Spray
Do no rig Lights
Dari nes*
Detect Illusion
Deled Invisibility
Gaie Reflection
Hypnotism
Phantasmal Force
Wall Of Fog
2nd Level
Blindness
Blur
Deafness
Detect Magic
Fog Cloud
Hypnotic Pattern
Improved Phantasmal Force
Instability
Magic Mouth
Mirror Image
Misdirection
Ventriloquism
Hollucmaiory Terrain
lllustanary Script
Invisibility 10' Radius
No n. detect inn
Paralyzaiion
Rope Trick
Spectral Force
Suggestion
1 Number
4th Level
6 Hi Level
7th Level
\
2
Confusion
Dispel Exhaustion
Chaos
Oemi-Shadow Monsters
Conjure Animals
Demi-Shadow Magic
6
Improved
Invisibility
Massmorph
Minor Creation
rrofocTea image
Shadow Door
Permanent Illusion
Programmed Illusion
F< 1
Vision
First Level Magic-
User Spells
7
Phontasmol ttiller
Shadow Magic
Summon Shadow
True Sight
126
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MONSTER MANUAL* A hardbound compendium of the creatures inhabiting the AD&D fantasy world. Over 350 descriptions of monsters* from
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127
Bh IN SEARCH OF THE UNKNOWN
B2: KEEP ON THE BORDERLANDS
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